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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "mapinfo.h"
#include "cs_gamerules.h"
LINK_ENTITY_TO_CLASS( info_map_parameters, CMapInfo );
BEGIN_DATADESC( CMapInfo )
DEFINE_INPUTFUNC( FIELD_INTEGER, "FireWinCondition", InputFireWinCondition ),
END_DATADESC()
CMapInfo *g_pMapInfo = NULL;
CMapInfo::CMapInfo()
{
m_flBombRadius = 500.0f;
m_iBuyingStatus = 0;
if ( g_pMapInfo )
{
// Should only be one of these.
Warning( "Warning: Multiple info_map_parameters entities in map!\n" );
}
else
{
g_pMapInfo = this;
}
}
CMapInfo::~CMapInfo()
{
if ( g_pMapInfo == this )
g_pMapInfo = NULL;
}
bool CMapInfo::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "buying"))
{
m_iBuyingStatus = atoi(szValue);
return true;
}
else if (FStrEq(szKeyName, "bombradius"))
{
m_flBombRadius = (float)(atoi(szValue));
if (m_flBombRadius > 2048)
m_flBombRadius = 2048;
return true;
}
return BaseClass::KeyValue( szKeyName, szValue );
}
void CMapInfo::Spawn( void )
{
SetMoveType( MOVETYPE_NONE );
SetSolid( SOLID_NONE );
AddEffects( EF_NODRAW );
}
void CMapInfo::InputFireWinCondition(inputdata_t &inputdata )
{
CSGameRules()->TerminateRound( 5, inputdata.value.Int() );
}
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