diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/shared/teamplay_round_timer.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/shared/teamplay_round_timer.h')
| -rw-r--r-- | sp/src/game/shared/teamplay_round_timer.h | 346 |
1 files changed, 173 insertions, 173 deletions
diff --git a/sp/src/game/shared/teamplay_round_timer.h b/sp/src/game/shared/teamplay_round_timer.h index 470a5f16..103b2546 100644 --- a/sp/src/game/shared/teamplay_round_timer.h +++ b/sp/src/game/shared/teamplay_round_timer.h @@ -1,174 +1,174 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Round timer for team gamerules
-//
-//=============================================================================//
-
-#ifndef TEAM_ROUND_TIMER_H
-#define TEAM_ROUND_TIMER_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-#ifdef CLIENT_DLL
-#define CTeamRoundTimer C_TeamRoundTimer
-#endif
-
-class CTeamRoundTimer : public CBaseEntity
-{
-public:
- DECLARE_CLASS( CTeamRoundTimer, CBaseEntity );
- DECLARE_NETWORKCLASS();
-
- CTeamRoundTimer();
- virtual ~CTeamRoundTimer();
-
- virtual void Spawn( void );
- virtual void Precache( void );
- virtual void Activate( void );
-
- // Returns seconds to display.
- // When paused shows amount of time left once the timer is resumed
- virtual float GetTimeRemaining( void );
- virtual int GetTimerMaxLength( void );
- virtual bool ShowInHud( void );
- virtual bool StartPaused( void ){ return m_bStartPaused; }
- bool ShowTimeRemaining( void ) { return m_bShowTimeRemaining; }
-
- bool IsDisabled( void ) { return m_bIsDisabled; }
- int GetTimerState( void ){ return m_nState; }
-
- bool IsTimerPaused( void ) { return m_bTimerPaused; }
-
-#ifdef CLIENT_DLL
-
- void InternalSetPaused( bool bPaused ) { m_bTimerPaused = bPaused; }
-
-#else
-
- void SetStopWatchTimeStamp( void );
- virtual void SetTimeRemaining( int iTimerSeconds ); // Set the initial length of the timer
- virtual void AddTimerSeconds( int iSecondsToAdd, int iTeamResponsible = TEAM_UNASSIGNED ); // Add time to an already running ( or paused ) timer
- virtual void PauseTimer( void );
- virtual void ResumeTimer( void );
- virtual void SetAutoCountdown( bool bAuto ){ m_bAutoCountdown = bAuto; }
-
- void SetShowInHud( bool bShowInHUD ) { m_bShowInHUD = bShowInHUD; }
-
- int UpdateTransmitState();
-
- void InputEnable( inputdata_t &input );
- void InputDisable( inputdata_t &input );
- void InputPause( inputdata_t &input );
- void InputResume( inputdata_t &input );
- void InputSetTime( inputdata_t &input );
- void InputAddTime( inputdata_t &input );
- void InputRestart( inputdata_t &input );
- void InputShowInHUD( inputdata_t &input );
- void InputRoundSpawn( inputdata_t &inputdata );
- void InputSetMaxTime( inputdata_t &input );
- void InputAutoCountdown( inputdata_t &input );
- void InputAddTeamTime( inputdata_t &input );
- void InputSetSetupTime( inputdata_t &input );
-
-#endif
-
- void SetCaptureWatchState( bool bCaptureWatch );
- bool IsWatchingTimeStamps( void ) { return m_bInCaptureWatchState; }
- void SetStopWatch( bool bState ) { m_bStopWatchTimer = bState; }
- bool IsStopWatchTimer( void ) { return m_bStopWatchTimer; }
- float GetStopWatchTotalTime( void ) { return m_flTotalTime; }
- bool IsRoundMaxTimerSet( void ) { return m_nTimerMaxLength > 0; }
-
-
-private:
- void CalculateOutputMessages( void );
-
-#ifdef CLIENT_DLL
- virtual void ClientThink();
- void OnPreDataChanged( DataUpdateType_t updateType );
- void OnDataChanged( DataUpdateType_t updateType );
- void SendTimeWarning( int nWarning );
- const char *GetTimeWarningSound( int nWarning );
-
-#else
- void SetState( int nState, bool bFireOutput = true );
- void SetTimerThink( int nType );
- void EXPORT RoundTimerThink( void );
- void EXPORT RoundTimerSetupThink( void );
-
- static void SetActiveTimer( CTeamRoundTimer *pNewlyActive );
-#endif
-
-private:
- CNetworkVar( bool, m_bTimerPaused );
- CNetworkVar( float, m_flTimeRemaining );
- CNetworkVar( float, m_flTimerEndTime );
- CNetworkVar( bool, m_bIsDisabled );
- CNetworkVar( bool, m_bShowInHUD );
- CNetworkVar( int, m_nTimerLength ); // current timer's length (used in the timer panel if no max length is set)
- CNetworkVar( int, m_nTimerInitialLength ); // initial length of the timer
- CNetworkVar( int, m_nTimerMaxLength ); // max time the timer can have (0 is no max)
- CNetworkVar( bool, m_bAutoCountdown ); // automatically count down the end of a round
- CNetworkVar( int, m_nSetupTimeLength ); // current timer's setup time length (setup time is the time before the round begins)
- CNetworkVar( int, m_nState ); // RT_STATE_SETUP or RT_STATE_NORMAL
- CNetworkVar( bool, m_bStartPaused ); // start the timer paused when it spawns
- CNetworkVar( bool, m_bShowTimeRemaining ); //show how much time is left (default) instead of how much time has passed.
- CNetworkVar( bool, m_bInCaptureWatchState );
- CNetworkVar( float, m_flTotalTime );
- CNetworkVar( bool, m_bStopWatchTimer );
-
- bool m_bFireFinished;
- bool m_bFire5MinRemain;
- bool m_bFire4MinRemain;
- bool m_bFire3MinRemain;
- bool m_bFire2MinRemain;
- bool m_bFire1MinRemain;
- bool m_bFire30SecRemain;
- bool m_bFire10SecRemain;
- bool m_bFire5SecRemain;
- bool m_bFire4SecRemain;
- bool m_bFire3SecRemain;
- bool m_bFire2SecRemain;
- bool m_bFire1SecRemain;
-
-#ifdef CLIENT_DLL
-
- int m_nOldTimerLength;
- int m_nOldTimerState;
-
-#else
- COutputEvent m_OnRoundStart;
- COutputEvent m_OnFinished;
- COutputEvent m_On5MinRemain;
- COutputEvent m_On4MinRemain;
- COutputEvent m_On3MinRemain;
- COutputEvent m_On2MinRemain;
- COutputEvent m_On1MinRemain;
- COutputEvent m_On30SecRemain;
- COutputEvent m_On10SecRemain;
- COutputEvent m_On5SecRemain;
- COutputEvent m_On4SecRemain;
- COutputEvent m_On3SecRemain;
- COutputEvent m_On2SecRemain;
- COutputEvent m_On1SecRemain;
-
- COutputEvent m_OnSetupStart;
- COutputEvent m_OnSetupFinished;
-
- float m_flNextOvertimeNag;
-
- DECLARE_DATADESC();
-
- bool m_bPauseDueToWin;
- bool m_bResetTimeOnRoundStart;
- int m_nTimeToUseAfterSetupFinished;
-#endif
-};
-
-#ifdef CLIENT_DLL
-extern CTeamRoundTimer *g_TeamRoundTimer;
-#endif
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Round timer for team gamerules +// +//=============================================================================// + +#ifndef TEAM_ROUND_TIMER_H +#define TEAM_ROUND_TIMER_H + +#ifdef _WIN32 +#pragma once +#endif + +#ifdef CLIENT_DLL +#define CTeamRoundTimer C_TeamRoundTimer +#endif + +class CTeamRoundTimer : public CBaseEntity +{ +public: + DECLARE_CLASS( CTeamRoundTimer, CBaseEntity ); + DECLARE_NETWORKCLASS(); + + CTeamRoundTimer(); + virtual ~CTeamRoundTimer(); + + virtual void Spawn( void ); + virtual void Precache( void ); + virtual void Activate( void ); + + // Returns seconds to display. + // When paused shows amount of time left once the timer is resumed + virtual float GetTimeRemaining( void ); + virtual int GetTimerMaxLength( void ); + virtual bool ShowInHud( void ); + virtual bool StartPaused( void ){ return m_bStartPaused; } + bool ShowTimeRemaining( void ) { return m_bShowTimeRemaining; } + + bool IsDisabled( void ) { return m_bIsDisabled; } + int GetTimerState( void ){ return m_nState; } + + bool IsTimerPaused( void ) { return m_bTimerPaused; } + +#ifdef CLIENT_DLL + + void InternalSetPaused( bool bPaused ) { m_bTimerPaused = bPaused; } + +#else + + void SetStopWatchTimeStamp( void ); + virtual void SetTimeRemaining( int iTimerSeconds ); // Set the initial length of the timer + virtual void AddTimerSeconds( int iSecondsToAdd, int iTeamResponsible = TEAM_UNASSIGNED ); // Add time to an already running ( or paused ) timer + virtual void PauseTimer( void ); + virtual void ResumeTimer( void ); + virtual void SetAutoCountdown( bool bAuto ){ m_bAutoCountdown = bAuto; } + + void SetShowInHud( bool bShowInHUD ) { m_bShowInHUD = bShowInHUD; } + + int UpdateTransmitState(); + + void InputEnable( inputdata_t &input ); + void InputDisable( inputdata_t &input ); + void InputPause( inputdata_t &input ); + void InputResume( inputdata_t &input ); + void InputSetTime( inputdata_t &input ); + void InputAddTime( inputdata_t &input ); + void InputRestart( inputdata_t &input ); + void InputShowInHUD( inputdata_t &input ); + void InputRoundSpawn( inputdata_t &inputdata ); + void InputSetMaxTime( inputdata_t &input ); + void InputAutoCountdown( inputdata_t &input ); + void InputAddTeamTime( inputdata_t &input ); + void InputSetSetupTime( inputdata_t &input ); + +#endif + + void SetCaptureWatchState( bool bCaptureWatch ); + bool IsWatchingTimeStamps( void ) { return m_bInCaptureWatchState; } + void SetStopWatch( bool bState ) { m_bStopWatchTimer = bState; } + bool IsStopWatchTimer( void ) { return m_bStopWatchTimer; } + float GetStopWatchTotalTime( void ) { return m_flTotalTime; } + bool IsRoundMaxTimerSet( void ) { return m_nTimerMaxLength > 0; } + + +private: + void CalculateOutputMessages( void ); + +#ifdef CLIENT_DLL + virtual void ClientThink(); + void OnPreDataChanged( DataUpdateType_t updateType ); + void OnDataChanged( DataUpdateType_t updateType ); + void SendTimeWarning( int nWarning ); + const char *GetTimeWarningSound( int nWarning ); + +#else + void SetState( int nState, bool bFireOutput = true ); + void SetTimerThink( int nType ); + void EXPORT RoundTimerThink( void ); + void EXPORT RoundTimerSetupThink( void ); + + static void SetActiveTimer( CTeamRoundTimer *pNewlyActive ); +#endif + +private: + CNetworkVar( bool, m_bTimerPaused ); + CNetworkVar( float, m_flTimeRemaining ); + CNetworkVar( float, m_flTimerEndTime ); + CNetworkVar( bool, m_bIsDisabled ); + CNetworkVar( bool, m_bShowInHUD ); + CNetworkVar( int, m_nTimerLength ); // current timer's length (used in the timer panel if no max length is set) + CNetworkVar( int, m_nTimerInitialLength ); // initial length of the timer + CNetworkVar( int, m_nTimerMaxLength ); // max time the timer can have (0 is no max) + CNetworkVar( bool, m_bAutoCountdown ); // automatically count down the end of a round + CNetworkVar( int, m_nSetupTimeLength ); // current timer's setup time length (setup time is the time before the round begins) + CNetworkVar( int, m_nState ); // RT_STATE_SETUP or RT_STATE_NORMAL + CNetworkVar( bool, m_bStartPaused ); // start the timer paused when it spawns + CNetworkVar( bool, m_bShowTimeRemaining ); //show how much time is left (default) instead of how much time has passed. + CNetworkVar( bool, m_bInCaptureWatchState ); + CNetworkVar( float, m_flTotalTime ); + CNetworkVar( bool, m_bStopWatchTimer ); + + bool m_bFireFinished; + bool m_bFire5MinRemain; + bool m_bFire4MinRemain; + bool m_bFire3MinRemain; + bool m_bFire2MinRemain; + bool m_bFire1MinRemain; + bool m_bFire30SecRemain; + bool m_bFire10SecRemain; + bool m_bFire5SecRemain; + bool m_bFire4SecRemain; + bool m_bFire3SecRemain; + bool m_bFire2SecRemain; + bool m_bFire1SecRemain; + +#ifdef CLIENT_DLL + + int m_nOldTimerLength; + int m_nOldTimerState; + +#else + COutputEvent m_OnRoundStart; + COutputEvent m_OnFinished; + COutputEvent m_On5MinRemain; + COutputEvent m_On4MinRemain; + COutputEvent m_On3MinRemain; + COutputEvent m_On2MinRemain; + COutputEvent m_On1MinRemain; + COutputEvent m_On30SecRemain; + COutputEvent m_On10SecRemain; + COutputEvent m_On5SecRemain; + COutputEvent m_On4SecRemain; + COutputEvent m_On3SecRemain; + COutputEvent m_On2SecRemain; + COutputEvent m_On1SecRemain; + + COutputEvent m_OnSetupStart; + COutputEvent m_OnSetupFinished; + + float m_flNextOvertimeNag; + + DECLARE_DATADESC(); + + bool m_bPauseDueToWin; + bool m_bResetTimeOnRoundStart; + int m_nTimeToUseAfterSetupFinished; +#endif +}; + +#ifdef CLIENT_DLL +extern CTeamRoundTimer *g_TeamRoundTimer; +#endif + #endif //TEAM_ROUND_TIMER_H
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