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game/server/tf2/info_input_resetobjects.cpp
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106
game/server/tf2/info_input_resetobjects.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "EntityOutput.h"
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#include "EntityList.h"
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#include "tf_team.h"
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#include "baseentity.h"
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//-----------------------------------------------------------------------------
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// Purpose: Map entity that resets player's objects
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//-----------------------------------------------------------------------------
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class CInfoInputResetObjects : public CBaseEntity
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{
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DECLARE_CLASS( CInfoInputResetObjects, CBaseEntity );
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public:
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DECLARE_DATADESC();
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// Inputs
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void InputResetAll( inputdata_t &inputdata );
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void InputResetTeam1( inputdata_t &inputdata );
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void InputResetTeam2( inputdata_t &inputdata );
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void InputResetPlayer( inputdata_t &inputdata );
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// Resetting
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void ResetPlayersObjects( CBaseTFPlayer *pPlayer );
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void ResetTeamsObjects( CTFTeam *pTeam );
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};
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BEGIN_DATADESC( CInfoInputResetObjects )
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// inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "ResetAll", InputResetAll ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ResetTeam1", InputResetTeam1 ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ResetTeam2", InputResetTeam2 ),
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DEFINE_INPUTFUNC( FIELD_EHANDLE, "ResetPlayer", InputResetPlayer ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( info_input_resetobjects, CInfoInputResetObjects );
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//-----------------------------------------------------------------------------
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// Purpose: Reset all the player's objects
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//-----------------------------------------------------------------------------
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void CInfoInputResetObjects::InputResetAll( inputdata_t &inputdata )
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{
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( UTIL_PlayerByIndex(i) );
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if ( pPlayer )
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{
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ResetPlayersObjects( pPlayer );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Reset all of team 1's player's objects
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//-----------------------------------------------------------------------------
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void CInfoInputResetObjects::InputResetTeam1( inputdata_t &inputdata )
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{
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ResetTeamsObjects( GetGlobalTFTeam(1) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Reset all of team 2's player's objects
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//-----------------------------------------------------------------------------
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void CInfoInputResetObjects::InputResetTeam2( inputdata_t &inputdata )
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{
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ResetTeamsObjects( GetGlobalTFTeam(2) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Reset a specific player's objects
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//-----------------------------------------------------------------------------
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void CInfoInputResetObjects::InputResetPlayer( inputdata_t &inputdata )
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{
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CBaseEntity *pEntity = (inputdata.value.Entity()).Get();
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if ( pEntity && pEntity->IsPlayer() )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pEntity;
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ResetPlayersObjects( pPlayer );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Reset the team's objects
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//-----------------------------------------------------------------------------
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void CInfoInputResetObjects::ResetTeamsObjects( CTFTeam *pTeam )
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{
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for ( int i = 0; i < pTeam->GetNumPlayers(); i++ )
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{
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ResetPlayersObjects( (CBaseTFPlayer*)pTeam->GetPlayer(i) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Reset the player's objects
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//-----------------------------------------------------------------------------
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void CInfoInputResetObjects::ResetPlayersObjects( CBaseTFPlayer *pPlayer )
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{
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pPlayer->RemoveAllObjects( true, 0, true );
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}
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