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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTF Reset Entity (resets the teams).
//
//=============================================================================//
#ifndef ENTITY_FORCERESPAWN_H
#define ENTITY_FORCERESPAWN_H
#ifdef _WIN32
#pragma once
#endif
//=============================================================================
//
// CTF Force Respawn Entity.
//
class CTFForceRespawn : public CPointEntity
{
public:
DECLARE_CLASS( CTFForceRespawn, CPointEntity );
CTFForceRespawn();
void Reset( void );
void ForceRespawn( bool bSwitchTeams, int nTeam = TEAM_UNASSIGNED, bool bRemoveEverything = true );
// Input.
void InputForceRespawn( inputdata_t &inputdata );
void InputForceRespawnSwitchTeams( inputdata_t &inputdata );
void InputForceTeamRespawn( inputdata_t &inputdata );
private:
COutputEvent m_outputOnForceRespawn; // Fired when the entity is done respawning the players.
DECLARE_DATADESC();
};
#endif // ENTITY_FORCERESPAWN_H
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