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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side CTFTeam class
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_TFTEAM_H
#define C_TFTEAM_H
#ifdef _WIN32
#pragma once
#endif
#include "c_team.h"
#include "shareddefs.h"
#include "techtree.h"
#include "imessagechars.h"
class C_BaseEntity;
class C_BaseObject;
class CBaseTechnology;
//-----------------------------------------------------------------------------
// Purpose: TF's Team manager
//-----------------------------------------------------------------------------
class C_TFTeam : public C_Team
{
DECLARE_CLASS( C_TFTeam, C_Team );
public:
DECLARE_CLIENTCLASS();
C_TFTeam();
virtual ~C_TFTeam();
// Data Access
virtual float GetTeamResources( void );
virtual float GetPotentialTeamResources( void );
virtual bool GetHaveZone( void );
// Objects, note GetObject can return NULL!
int GetNumObjects( int iObjectType = -1 );
C_BaseObject *GetObject( int iIndex );
bool IsObjectValid( int iIndex );
void NotifyBaseUnderAttack( const Vector &vecPosition, bool bPlaySound = true, bool bForce = false );
virtual void ReceiveMessage( int classID, bf_read &msg );
public:
// Resource UI data
bool m_bHaveZone;
float m_fResources; // Current amounts of resources
float m_fPotentialResources; // Potential amounts of each resource when all harvesters have returned
float m_LastAttackNotificationTime;
CUtlVector< EHANDLE > m_aObjects;
};
#endif // C_TFTEAM_H
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