NS/main/source/dlls/maprules.cpp
Ari Timonen 4f13237895 Update line endings
Change CRLF to LF in repo.
2018-04-22 18:55:55 +03:00

918 lines
21 KiB
C++

/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// -------------------------------------------
//
// maprules.cpp
//
// This module contains entities for implementing/changing game
// rules dynamically within each map (.BSP)
//
// -------------------------------------------
#include "extdll.h"
#include "../engine/eiface.h"
#include "util.h"
#include "gamerules.h"
#include "maprules.h"
#include "cbase.h"
#include "player.h"
class CRuleEntity : public CBaseEntity
{
public:
void Spawn( void );
void KeyValue( KeyValueData *pkvd );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void SetMaster( int iszMaster ) { m_iszMaster = iszMaster; }
protected:
BOOL CanFireForActivator( CBaseEntity *pActivator );
private:
string_t m_iszMaster;
};
TYPEDESCRIPTION CRuleEntity::m_SaveData[] =
{
DEFINE_FIELD( CRuleEntity, m_iszMaster, FIELD_STRING),
};
IMPLEMENT_SAVERESTORE( CRuleEntity, CBaseEntity );
void CRuleEntity::Spawn( void )
{
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_NONE;
pev->effects = EF_NODRAW;
}
void CRuleEntity::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "master"))
{
SetMaster( ALLOC_STRING(pkvd->szValue) );
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
BOOL CRuleEntity::CanFireForActivator( CBaseEntity *pActivator )
{
if ( m_iszMaster )
{
if ( UTIL_IsMasterTriggered( m_iszMaster, pActivator ) )
return TRUE;
else
return FALSE;
}
return TRUE;
}
//
// CRulePointEntity -- base class for all rule "point" entities (not brushes)
//
class CRulePointEntity : public CRuleEntity
{
public:
void Spawn( void );
};
void CRulePointEntity::Spawn( void )
{
CRuleEntity::Spawn();
pev->frame = 0;
pev->model = 0;
}
//
// CRuleBrushEntity -- base class for all rule "brush" entities (not brushes)
// Default behavior is to set up like a trigger, invisible, but keep the model for volume testing
//
class CRuleBrushEntity : public CRuleEntity
{
public:
void Spawn( void );
private:
};
void CRuleBrushEntity::Spawn( void )
{
SET_MODEL( edict(), STRING(pev->model) );
CRuleEntity::Spawn();
}
// CGameScore / game_score -- award points to player / team
// Points +/- total
// Flag: Allow negative scores SF_SCORE_NEGATIVE
// Flag: Award points to team in teamplay SF_SCORE_TEAM
#define SF_SCORE_NEGATIVE 0x0001
#define SF_SCORE_TEAM 0x0002
class CGameScore : public CRulePointEntity
{
public:
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void KeyValue( KeyValueData *pkvd );
inline int Points( void ) { return pev->frags; }
inline BOOL AllowNegativeScore( void ) { return pev->spawnflags & SF_SCORE_NEGATIVE; }
inline BOOL AwardToTeam( void ) { return pev->spawnflags & SF_SCORE_TEAM; }
inline void SetPoints( int points ) { pev->frags = points; }
private:
};
LINK_ENTITY_TO_CLASS( game_score, CGameScore );
void CGameScore::Spawn( void )
{
CRulePointEntity::Spawn();
}
void CGameScore::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "points"))
{
SetPoints( atoi(pkvd->szValue) );
pkvd->fHandled = TRUE;
}
else
CRulePointEntity::KeyValue( pkvd );
}
void CGameScore::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
// Only players can use this
if ( pActivator->IsPlayer() )
{
if ( AwardToTeam() )
{
pActivator->AddPointsToTeam( Points(), AllowNegativeScore() );
}
else
{
pActivator->AddPoints( Points(), AllowNegativeScore() );
}
}
}
// CGameEnd / game_end -- Ends the game in MP
class CGameEnd : public CRulePointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
private:
};
LINK_ENTITY_TO_CLASS( game_end, CGameEnd );
void CGameEnd::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
g_pGameRules->EndMultiplayerGame();
}
//
// CGameText / game_text -- NON-Localized HUD Message (use env_message to display a titles.txt message)
// Flag: All players SF_ENVTEXT_ALLPLAYERS
//
#define SF_ENVTEXT_ALLPLAYERS 0x0001
class CGameText : public CRulePointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void KeyValue( KeyValueData *pkvd );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
inline BOOL MessageToAll( void ) { return (pev->spawnflags & SF_ENVTEXT_ALLPLAYERS); }
inline void MessageSet( const char *pMessage ) { pev->message = ALLOC_STRING(pMessage); }
inline const char *MessageGet( void ) { return STRING(pev->message); }
private:
hudtextparms_t m_textParms;
};
LINK_ENTITY_TO_CLASS( game_text, CGameText );
// Save parms as a block. Will break save/restore if the structure changes, but this entity didn't ship with Half-Life, so
// it can't impact saved Half-Life games.
TYPEDESCRIPTION CGameText::m_SaveData[] =
{
DEFINE_ARRAY( CGameText, m_textParms, FIELD_CHARACTER, sizeof(hudtextparms_t) ),
};
IMPLEMENT_SAVERESTORE( CGameText, CRulePointEntity );
void CGameText::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "channel"))
{
m_textParms.channel = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "x"))
{
m_textParms.x = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "y"))
{
m_textParms.y = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "effect"))
{
m_textParms.effect = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "color"))
{
int color[4];
UTIL_StringToIntArray( color, 4, pkvd->szValue );
m_textParms.r1 = color[0];
m_textParms.g1 = color[1];
m_textParms.b1 = color[2];
m_textParms.a1 = color[3];
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "color2"))
{
int color[4];
UTIL_StringToIntArray( color, 4, pkvd->szValue );
m_textParms.r2 = color[0];
m_textParms.g2 = color[1];
m_textParms.b2 = color[2];
m_textParms.a2 = color[3];
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "fadein"))
{
m_textParms.fadeinTime = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "fadeout"))
{
m_textParms.fadeoutTime = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "holdtime"))
{
m_textParms.holdTime = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "fxtime"))
{
m_textParms.fxTime = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CRulePointEntity::KeyValue( pkvd );
}
void CGameText::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
if ( MessageToAll() )
{
UTIL_HudMessageAll( m_textParms, MessageGet() );
}
else
{
if ( pActivator->IsNetClient() )
{
UTIL_HudMessage( pActivator, m_textParms, MessageGet() );
}
}
}
//
// CGameTeamMaster / game_team_master -- "Masters" like multisource, but based on the team of the activator
// Only allows mastered entity to fire if the team matches my team
//
// team index (pulled from server team list "mp_teamlist"
// Flag: Remove on Fire
// Flag: Any team until set? -- Any team can use this until the team is set (otherwise no teams can use it)
//
#define SF_TEAMMASTER_FIREONCE 0x0001
#define SF_TEAMMASTER_ANYTEAM 0x0002
class CGameTeamMaster : public CRulePointEntity
{
public:
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int ObjectCaps( void ) { return CRulePointEntity:: ObjectCaps() | FCAP_MASTER; }
BOOL IsTriggered( CBaseEntity *pActivator );
char* TeamID( void );
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_TEAMMASTER_FIREONCE) ? TRUE : FALSE; }
inline BOOL AnyTeam( void ) { return (pev->spawnflags & SF_TEAMMASTER_ANYTEAM) ? TRUE : FALSE; }
private:
BOOL TeamMatch( CBaseEntity *pActivator );
int m_teamIndex;
USE_TYPE triggerType;
};
LINK_ENTITY_TO_CLASS( game_team_master, CGameTeamMaster );
void CGameTeamMaster::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "teamindex"))
{
m_teamIndex = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "triggerstate"))
{
int type = atoi( pkvd->szValue );
switch( type )
{
case 0:
triggerType = USE_OFF;
break;
case 2:
triggerType = USE_TOGGLE;
break;
default:
triggerType = USE_ON;
break;
}
pkvd->fHandled = TRUE;
}
else
CRulePointEntity::KeyValue( pkvd );
}
void CGameTeamMaster::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
if ( useType == USE_SET )
{
if ( value < 0 )
{
m_teamIndex = -1;
}
else
{
m_teamIndex = g_pGameRules->GetTeamIndex( pActivator->TeamID() );
}
return;
}
if ( TeamMatch( pActivator ) )
{
SUB_UseTargets( pActivator, triggerType, value );
if ( RemoveOnFire() )
UTIL_Remove( this );
}
}
BOOL CGameTeamMaster::IsTriggered( CBaseEntity *pActivator )
{
return TeamMatch( pActivator );
}
char *CGameTeamMaster::TeamID( void )
{
if ( m_teamIndex < 0 ) // Currently set to "no team"
return "";
return const_cast<char*>(g_pGameRules->GetIndexedTeamName( m_teamIndex )); // UNDONE: Fill this in with the team from the "teamlist"
}
BOOL CGameTeamMaster::TeamMatch( CBaseEntity *pActivator )
{
if ( m_teamIndex < 0 && AnyTeam() )
return TRUE;
if ( !pActivator )
return FALSE;
return UTIL_TeamsMatch( pActivator->TeamID(), TeamID() );
}
//
// CGameTeamSet / game_team_set -- Changes the team of the entity it targets to the activator's team
// Flag: Fire once
// Flag: Clear team -- Sets the team to "NONE" instead of activator
#define SF_TEAMSET_FIREONCE 0x0001
#define SF_TEAMSET_CLEARTEAM 0x0002
class CGameTeamSet : public CRulePointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_TEAMSET_FIREONCE) ? TRUE : FALSE; }
inline BOOL ShouldClearTeam( void ) { return (pev->spawnflags & SF_TEAMSET_CLEARTEAM) ? TRUE : FALSE; }
private:
};
LINK_ENTITY_TO_CLASS( game_team_set, CGameTeamSet );
void CGameTeamSet::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
if ( ShouldClearTeam() )
{
SUB_UseTargets( pActivator, USE_SET, -1 );
}
else
{
SUB_UseTargets( pActivator, USE_SET, 0 );
}
if ( RemoveOnFire() )
{
UTIL_Remove( this );
}
}
//
// CGamePlayerZone / game_player_zone -- players in the zone fire my target when I'm fired
//
// Needs master?
class CGamePlayerZone : public CRuleBrushEntity
{
public:
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
private:
string_t m_iszInTarget;
string_t m_iszOutTarget;
string_t m_iszInCount;
string_t m_iszOutCount;
};
LINK_ENTITY_TO_CLASS( game_zone_player, CGamePlayerZone );
TYPEDESCRIPTION CGamePlayerZone::m_SaveData[] =
{
DEFINE_FIELD( CGamePlayerZone, m_iszInTarget, FIELD_STRING ),
DEFINE_FIELD( CGamePlayerZone, m_iszOutTarget, FIELD_STRING ),
DEFINE_FIELD( CGamePlayerZone, m_iszInCount, FIELD_STRING ),
DEFINE_FIELD( CGamePlayerZone, m_iszOutCount, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE( CGamePlayerZone, CRuleBrushEntity );
void CGamePlayerZone::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "intarget"))
{
m_iszInTarget = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "outtarget"))
{
m_iszOutTarget = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "incount"))
{
m_iszInCount = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "outcount"))
{
m_iszOutCount = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CRuleBrushEntity::KeyValue( pkvd );
}
void CGamePlayerZone::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
int playersInCount = 0;
int playersOutCount = 0;
if ( !CanFireForActivator( pActivator ) )
return;
CBaseEntity *pPlayer = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer )
{
TraceResult trace;
int hullNumber;
hullNumber = human_hull;
if ( pPlayer->pev->flags & FL_DUCKING )
{
hullNumber = head_hull;
}
UTIL_TraceModel( pPlayer->pev->origin, pPlayer->pev->origin, hullNumber, edict(), &trace );
if ( trace.fStartSolid )
{
playersInCount++;
if ( m_iszInTarget )
{
FireTargets( STRING(m_iszInTarget), pPlayer, pActivator, useType, value );
}
}
else
{
playersOutCount++;
if ( m_iszOutTarget )
{
FireTargets( STRING(m_iszOutTarget), pPlayer, pActivator, useType, value );
}
}
}
}
if ( m_iszInCount )
{
FireTargets( STRING(m_iszInCount), pActivator, this, USE_SET, playersInCount );
}
if ( m_iszOutCount )
{
FireTargets( STRING(m_iszOutCount), pActivator, this, USE_SET, playersOutCount );
}
}
//
// CGamePlayerHurt / game_player_hurt -- Damages the player who fires it
// Flag: Fire once
#define SF_PKILL_FIREONCE 0x0001
class CGamePlayerHurt : public CRulePointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_PKILL_FIREONCE) ? TRUE : FALSE; }
private:
};
LINK_ENTITY_TO_CLASS( game_player_hurt, CGamePlayerHurt );
void CGamePlayerHurt::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
if ( pActivator->IsPlayer() )
{
if ( pev->dmg < 0 )
pActivator->TakeHealth( -pev->dmg, DMG_GENERIC );
else
pActivator->TakeDamage( pev, pev, pev->dmg, DMG_GENERIC );
}
SUB_UseTargets( pActivator, useType, value );
if ( RemoveOnFire() )
{
UTIL_Remove( this );
}
}
//
// CGameCounter / game_counter -- Counts events and fires target
// Flag: Fire once
// Flag: Reset on Fire
#define SF_GAMECOUNT_FIREONCE 0x0001
#define SF_GAMECOUNT_RESET 0x0002
class CGameCounter : public CRulePointEntity
{
public:
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_GAMECOUNT_FIREONCE) ? TRUE : FALSE; }
inline BOOL ResetOnFire( void ) { return (pev->spawnflags & SF_GAMECOUNT_RESET) ? TRUE : FALSE; }
inline void CountUp( void ) { pev->frags++; }
inline void CountDown( void ) { pev->frags--; }
inline void ResetCount( void ) { pev->frags = pev->dmg; }
inline int CountValue( void ) { return pev->frags; }
inline int LimitValue( void ) { return pev->health; }
inline BOOL HitLimit( void ) { return CountValue() == LimitValue(); }
private:
inline void SetCountValue( int value ) { pev->frags = value; }
inline void SetInitialValue( int value ) { pev->dmg = value; }
};
LINK_ENTITY_TO_CLASS( game_counter, CGameCounter );
void CGameCounter::Spawn( void )
{
// Save off the initial count
SetInitialValue( CountValue() );
CRulePointEntity::Spawn();
}
void CGameCounter::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
switch( useType )
{
case USE_ON:
case USE_TOGGLE:
CountUp();
break;
case USE_OFF:
CountDown();
break;
case USE_SET:
SetCountValue( (int)value );
break;
}
if ( HitLimit() )
{
SUB_UseTargets( pActivator, USE_TOGGLE, 0 );
if ( RemoveOnFire() )
{
UTIL_Remove( this );
}
if ( ResetOnFire() )
{
ResetCount();
}
}
}
//
// CGameCounterSet / game_counter_set -- Sets the counter's value
// Flag: Fire once
#define SF_GAMECOUNTSET_FIREONCE 0x0001
class CGameCounterSet : public CRulePointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_GAMECOUNTSET_FIREONCE) ? TRUE : FALSE; }
private:
};
LINK_ENTITY_TO_CLASS( game_counter_set, CGameCounterSet );
void CGameCounterSet::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
SUB_UseTargets( pActivator, USE_SET, pev->frags );
if ( RemoveOnFire() )
{
UTIL_Remove( this );
}
}
//
// CGamePlayerEquip / game_playerequip -- Sets the default player equipment
// Flag: USE Only
#define SF_PLAYEREQUIP_USEONLY 0x0001
#define MAX_EQUIP 32
class CGamePlayerEquip : public CRulePointEntity
{
public:
void KeyValue( KeyValueData *pkvd );
void Touch( CBaseEntity *pOther );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
inline BOOL UseOnly( void ) { return (pev->spawnflags & SF_PLAYEREQUIP_USEONLY) ? TRUE : FALSE; }
private:
void EquipPlayer( CBaseEntity *pPlayer );
string_t m_weaponNames[MAX_EQUIP];
int m_weaponCount[MAX_EQUIP];
};
LINK_ENTITY_TO_CLASS( game_player_equip, CGamePlayerEquip );
void CGamePlayerEquip::KeyValue( KeyValueData *pkvd )
{
CRulePointEntity::KeyValue( pkvd );
if ( !pkvd->fHandled )
{
for ( int i = 0; i < MAX_EQUIP; i++ )
{
if ( !m_weaponNames[i] )
{
char tmp[128];
UTIL_StripToken( pkvd->szKeyName, tmp );
m_weaponNames[i] = ALLOC_STRING(tmp);
m_weaponCount[i] = atoi(pkvd->szValue);
m_weaponCount[i] = max(1,m_weaponCount[i]);
pkvd->fHandled = TRUE;
break;
}
}
}
}
void CGamePlayerEquip::Touch( CBaseEntity *pOther )
{
if ( !CanFireForActivator( pOther ) )
return;
if ( UseOnly() )
return;
EquipPlayer( pOther );
}
void CGamePlayerEquip::EquipPlayer( CBaseEntity *pEntity )
{
CBasePlayer *pPlayer = NULL;
if ( pEntity->IsPlayer() )
{
pPlayer = (CBasePlayer *)pEntity;
}
if ( !pPlayer )
return;
for ( int i = 0; i < MAX_EQUIP; i++ )
{
if ( !m_weaponNames[i] )
break;
for ( int j = 0; j < m_weaponCount[i]; j++ )
{
pPlayer->GiveNamedItem( STRING(m_weaponNames[i]) );
}
}
}
void CGamePlayerEquip::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
EquipPlayer( pActivator );
}
//
// CGamePlayerTeam / game_player_team -- Changes the team of the player who fired it
// Flag: Fire once
// Flag: Kill Player
// Flag: Gib Player
#define SF_PTEAM_FIREONCE 0x0001
#define SF_PTEAM_KILL 0x0002
#define SF_PTEAM_GIB 0x0004
class CGamePlayerTeam : public CRulePointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
private:
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_PTEAM_FIREONCE) ? TRUE : FALSE; }
inline BOOL ShouldKillPlayer( void ) { return (pev->spawnflags & SF_PTEAM_KILL) ? TRUE : FALSE; }
inline BOOL ShouldGibPlayer( void ) { return (pev->spawnflags & SF_PTEAM_GIB) ? TRUE : FALSE; }
const char *TargetTeamName( const char *pszTargetName );
};
LINK_ENTITY_TO_CLASS( game_player_team, CGamePlayerTeam );
const char *CGamePlayerTeam::TargetTeamName( const char *pszTargetName )
{
CBaseEntity *pTeamEntity = NULL;
while ((pTeamEntity = UTIL_FindEntityByTargetname( pTeamEntity, pszTargetName )) != NULL)
{
if ( FClassnameIs( pTeamEntity->pev, "game_team_master" ) )
return pTeamEntity->TeamID();
}
return NULL;
}
void CGamePlayerTeam::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
if ( pActivator->IsPlayer() )
{
const char *pszTargetTeam = TargetTeamName( STRING(pev->target) );
if ( pszTargetTeam )
{
CBasePlayer *pPlayer = (CBasePlayer *)pActivator;
g_pGameRules->ChangePlayerTeam( pPlayer, pszTargetTeam, ShouldKillPlayer(), ShouldGibPlayer() );
}
}
if ( RemoveOnFire() )
{
UTIL_Remove( this );
}
}