blob: 6fb57dd1186c7ffc00dd26969f4786a696e53b9e (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef DOD_AREA_CAPTURE_H
#define DOD_AREA_CAPTURE_H
#ifdef _WIN32
#pragma once
#endif
#include "triggers.h"
#include "dod_control_point.h"
#define AREA_ATTEND_TIME 0.7f
#define AREA_THINK_TIME 0.1f
#define CAPTURE_NORMAL 0
#define CAPTURE_CATCHUP_ALIVEPLAYERS 1
#define MAX_CLIENT_AREAS 128
class CAreaCapture : public CBaseTrigger
{
public:
DECLARE_CLASS( CAreaCapture, CBaseTrigger );
virtual void Spawn( void );
virtual void Precache( void );
virtual bool KeyValue( const char *szKeyName, const char *szValue );
void area_SetIndex( int index );
bool IsActive( void );
bool CheckIfDeathCausesBlock( CDODPlayer *pVictim, CDODPlayer *pKiller );
private:
void EXPORT AreaTouch( CBaseEntity *pOther );
void Think( void );
void StartCapture( int team, int capmode );
void EndCapture( int team );
void BreakCapture( bool bNotEnoughPlayers );
void SwitchCapture( int team );
void SendNumPlayers( CBasePlayer *pPlayer = NULL );
void SetOwner( int team ); //sets the owner of this point - useful for resetting all to -1
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
void InputRoundInit( inputdata_t &inputdata );
private:
int m_iCapMode; //which capture mode we're in
int m_bCapturing;
int m_nCapturingTeam; //the team that is capturing this point
int m_nOwningTeam; //the team that has captured this point
float m_flCapTime; //the total time it takes to capture the area, in seconds
float m_fTimeRemaining; //the time left in the capture
int m_nAlliesNumCap; //number of allies required to cap
int m_nAxisNumCap; //number of axis required to cap
int m_nNumAllies;
int m_nNumAxis;
bool m_bAlliesCanCap;
bool m_bAxisCanCap;
//used for catchup capping
int m_iCappingRequired; //how many players are currently capping
int m_iCappingPlayers; //how many are required?
bool m_bActive;
COutputEvent m_AlliesStartOutput;
COutputEvent m_AlliesBreakOutput;
COutputEvent m_AlliesCapOutput;
COutputEvent m_AxisStartOutput;
COutputEvent m_AxisBreakOutput;
COutputEvent m_AxisCapOutput;
COutputEvent m_StartOutput;
COutputEvent m_BreakOutput;
COutputEvent m_CapOutput;
int m_iAreaIndex; //index of this area among all other areas
CControlPoint *m_pPoint; //the capture point that we are linked to!
bool m_bRequiresObject;
string_t m_iszCapPointName; //name of the cap point that we're linked to
int m_iCapAttemptNumber; // number used to keep track of discrete cap attempts, for block tracking
DECLARE_DATADESC();
};
#endif //DOD_AREA_CAPTURE_H
|