mirror of
https://github.com/fortressforever/fortressforever-2013.git
synced 2024-11-10 07:11:45 +00:00
The start of some of the hammer entities. The code is an absolute mess/unsafe right now, I will clean it up when I'm done testing.
This commit is contained in:
parent
6a2d44ae76
commit
4fb1e2bc98
13 changed files with 441 additions and 13 deletions
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@ -18,8 +18,8 @@ $Configuration
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{
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$Compiler
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{
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$AdditionalIncludeDirectories "$BASE;ff\ui,.\ff,$SRCDIR\game\shared\ff,.\ff,.\ff\elements,$SRCDIR\game\shared\ff;$THIRDPARTYDIR\lua;$THIRDPARTYDIR"
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$PreprocessorDefinitions "$BASE;FF;FF_CLIENT_DLL"
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$AdditionalIncludeDirectories "$BASE;.\ff;$SRCDIR\game\shared\ff;$THIRDPARTYDIR\lua;$THIRDPARTYDIR"
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$PreprocessorDefinitions "$BASE;FF;FF_CLIENT_DLL"
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}
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}
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225
mp/src/game/server/ff/entities/ff_sv_item_ff_goal.cpp
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225
mp/src/game/server/ff/entities/ff_sv_item_ff_goal.cpp
Normal file
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@ -0,0 +1,225 @@
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#include "cbase.h"
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#include "ff_sv_util.h"
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#include "ff_sv_teamcheck_target.h"
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class CFF_SV_ItemFFGoal : public CFF_SV_TeamcheckTarget
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{
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public:
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DECLARE_CLASS( CFF_SV_ItemFFGoal, CFF_SV_TeamcheckTarget );
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DECLARE_DATADESC();
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CFF_SV_ItemFFGoal()
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{
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SetThink( NULL );
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m_bEnabled = true;
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m_bActive = false;
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m_fActiveTime = 1.5f;
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m_fActiveDelay = 0.0f;
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}
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void Precache( void );
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void Spawn( void );
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void OnTouch( CBaseEntity *pOther );
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void SetActive( CBasePlayer *pPlayer );
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void SetInactive( void );
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private:
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COutputEvent m_OnStartTouch;
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COutputEvent m_OnEndTouch;
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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void InputSetActive( inputdata_t &inputdata );
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void InputSetInactive( inputdata_t &inputdata );
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void ThinkDoActive( void );
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void ThinkSetInactive( void );
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bool m_bEnabled; // If disabled then the goal will ignore all Inputs (except for Enable).
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bool m_bActive; // Is the goal active?
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float m_fActiveTime; // How long to stay in the active state.
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float m_fActiveDelay; // How long to wait before going in the active state.
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EHANDLE m_hGoalActivator; // The player that activated this goal (this is not always the owner).
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EHANDLE m_hGoalOwner; // The player that owns this goal (this is not always the activator).
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string_t m_iszActivatedMsgToAll; // The message sent to everyone when the goal is activated.
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string_t m_iszActivatedMsgToOwner; // The message sent to the owner when the goal is activated.
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string_t m_iszSoundName;
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};
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LINK_ENTITY_TO_CLASS( item_ff_goal, CFF_SV_ItemFFGoal );
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BEGIN_DATADESC( CFF_SV_ItemFFGoal )
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// Goal keyfields.
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DEFINE_KEYFIELD_NOT_SAVED( m_bEnabled, FIELD_BOOLEAN, "enabled" ),
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DEFINE_KEYFIELD_NOT_SAVED( m_bActive, FIELD_BOOLEAN, "active" ),
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DEFINE_KEYFIELD_NOT_SAVED( m_fActiveTime, FIELD_FLOAT, "active_time" ),
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DEFINE_KEYFIELD_NOT_SAVED( m_fActiveDelay, FIELD_FLOAT, "active_delay" ),
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DEFINE_KEYFIELD_NOT_SAVED( m_iszActivatedMsgToAll, FIELD_STRING, "msg_activated_to_all" ),
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DEFINE_KEYFIELD_NOT_SAVED( m_iszActivatedMsgToOwner, FIELD_STRING, "msg_activated_to_owner" ),
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DEFINE_KEYFIELD_NOT_SAVED( m_iszSoundName, FIELD_SOUNDNAME, "sound" ),
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// Goal touch functions.
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DEFINE_FUNCTION( OnTouch ),
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// Goal think functions.
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DEFINE_THINKFUNC( ThinkDoActive ),
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DEFINE_THINKFUNC( ThinkSetInactive ),
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// Goal inputs.
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ),
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END_DATADESC()
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void CFF_SV_ItemFFGoal::Precache( void )
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{
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if( GetModelName().ToCStr()[0] )
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PrecacheModel( GetModelName().ToCStr() );
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const char *szSound = m_iszSoundName.ToCStr();
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if( m_iszSoundName != NULL_STRING )
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{
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if (*szSound != '!')
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PrecacheScriptSound(szSound);
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}
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BaseClass::Precache();
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}
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void CFF_SV_ItemFFGoal::Spawn( void )
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{
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Precache();
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if( GetModelName().ToCStr()[0] )
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SetModel( GetModelName().ToCStr() );
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SetMoveType( MOVETYPE_NONE );
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//SetSolid( SOLID_VPHYSICS ); // WARNING: If the entity doesn't have a model then we MUST use SOLID_BBOX or the game will crash.
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_SOLID | FSOLID_TRIGGER );
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SetTouch( &CFF_SV_ItemFFGoal::OnTouch );
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}
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void CFF_SV_ItemFFGoal::OnTouch( CBaseEntity *pOther )
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{
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// TODO: Should we just hook this function in StartTouch() instead?
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if(!m_bEnabled || m_bActive)
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return;
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// Make sure pOther is a player.
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CBasePlayer *pPlayer = dynamic_cast<CBasePlayer *>(pOther);
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if(!pPlayer)
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return;
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SetActive(pPlayer);
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}
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void CFF_SV_ItemFFGoal::InputEnable( inputdata_t &inputdata )
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{
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m_bEnabled = true;
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}
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void CFF_SV_ItemFFGoal::InputDisable( inputdata_t &inputdata )
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{
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m_bEnabled = false;
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}
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void CFF_SV_ItemFFGoal::InputSetActive( inputdata_t &inputdata )
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{
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if(!m_bEnabled || m_bActive)
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return;
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SetActive( dynamic_cast<CBasePlayer *>(inputdata.pActivator) );
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}
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void CFF_SV_ItemFFGoal::InputSetInactive( inputdata_t &inputdata )
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{
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if(!m_bEnabled || !m_bActive)
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return;
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SetInactive();
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}
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void CFF_SV_ItemFFGoal::SetActive( CBasePlayer *pPlayer )
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{
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if( !IsTeamAllowed( pPlayer->GetTeamNumber() ) )
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return;
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m_hGoalActivator = pPlayer;
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m_bActive = true;
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if(m_fActiveDelay)
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{
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SetThink( &CFF_SV_ItemFFGoal::ThinkDoActive );
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SetNextThink( gpGlobals->curtime + m_fActiveDelay );
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}
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else
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{
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ThinkDoActive();
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}
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}
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void CFF_SV_ItemFFGoal::SetInactive()
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{
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RemoveEffects( EF_NODRAW );
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m_bActive = false;
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SetThink( NULL );
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}
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void CFF_SV_ItemFFGoal::ThinkDoActive()
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{
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AddEffects( EF_NODRAW );
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CBasePlayer *pActivator = dynamic_cast<CBasePlayer *>(m_hGoalActivator.Get());
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if( pActivator )
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{
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color32 color = {200, 200, 200, 255};
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FF_UTIL_HudMessageFormat( pActivator, -1.0f, 0.7f, HUD_EFFECT_FADE_IN_OUT, color, color, 0.2f, 0.3f, 1.3f, 0.0f, 1, STRING(m_iszActivatedMsgToOwner) );
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}
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if( m_iszSoundName.ToCStr()[0] )
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{
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CRecipientFilter filter;
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filter.AddRecipientsByPVS( GetAbsOrigin() );
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filter.MakeReliable();
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EmitSound_t params;
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params.m_pSoundName = m_iszSoundName.ToCStr();
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EmitSound( filter, ENTINDEX(this), params );
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}
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// Start setting inactive.
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if(m_fActiveTime)
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{
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SetThink( &CFF_SV_ItemFFGoal::ThinkSetInactive );
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SetNextThink( gpGlobals->curtime + m_fActiveTime );
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}
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else
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{
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ThinkSetInactive();
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}
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}
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void CFF_SV_ItemFFGoal::ThinkSetInactive()
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{
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SetInactive();
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}
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37
mp/src/game/server/ff/entities/ff_sv_point_ff_teamcheck.cpp
Normal file
37
mp/src/game/server/ff/entities/ff_sv_point_ff_teamcheck.cpp
Normal file
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#include "cbase.h"
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#include "ff_sh_util.h"
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#include "ff_sv_point_ff_teamcheck.h"
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LINK_ENTITY_TO_CLASS( point_ff_teamcheck, CFF_SV_PointFFTeamCheck );
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BEGIN_DATADESC( CFF_SV_PointFFTeamCheck )
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// Keyfields.
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DEFINE_KEYFIELD_NOT_SAVED( m_iTeamsAllowed, FIELD_INTEGER, "teams_allowed" ),
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// Inputs.
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetTeamsAllowed", InputSetTeamsAllowed ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SwapTeams", InputSwapTeams ),
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END_DATADESC()
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void CFF_SV_PointFFTeamCheck::InputSetTeamsAllowed( inputdata_t &inputdata )
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{
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m_iTeamsAllowed = inputdata.value.Int();
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}
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void CFF_SV_PointFFTeamCheck::InputSwapTeams( inputdata_t &inputdata )
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{
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m_iTeamsAllowed = ~m_iTeamsAllowed;
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}
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bool CFF_SV_PointFFTeamCheck::IsTeamAllowed(int iTeamNum)
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{
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if(!m_iTeamsAllowed)
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return true;
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if(m_iTeamsAllowed & FF_UTIL_GetTeamBit(iTeamNum))
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return true;
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return false;
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}
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27
mp/src/game/server/ff/entities/ff_sv_point_ff_teamcheck.h
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27
mp/src/game/server/ff/entities/ff_sv_point_ff_teamcheck.h
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#pragma once
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#ifndef FF_SV_POINT_FF_TEAMCHECK_H
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#define FF_SV_POINT_FF_TEAMCHECK_H
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class CFF_SV_PointFFTeamCheck : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CFF_SV_PointFFTeamCheck, CBaseEntity );
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DECLARE_DATADESC();
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CFF_SV_PointFFTeamCheck()
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{
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}
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bool IsTeamAllowed(int iTeamNum);
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private:
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void InputSetTeamsAllowed( inputdata_t &inputdata );
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void InputSwapTeams( inputdata_t &inputdata );
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int m_iTeamsAllowed;
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};
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#endif // FF_SV_POINT_FF_TEAMCHECK_H
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28
mp/src/game/server/ff/entities/ff_sv_teamcheck_target.cpp
Normal file
28
mp/src/game/server/ff/entities/ff_sv_teamcheck_target.cpp
Normal file
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#include "cbase.h"
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#include "ff_sv_point_ff_teamcheck.h"
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#include "ff_sv_teamcheck_target.h"
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// Don't link this class to an entity. This class is only to be for inheritance.
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//LINK_ENTITY_TO_CLASS( teamcheck_target, CFF_SV_TeamcheckTarget );
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BEGIN_DATADESC( CFF_SV_TeamcheckTarget )
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// Keyfields.
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DEFINE_KEYFIELD_NOT_SAVED( m_iszTeamTarget, FIELD_STRING, "teamcheck_target" ),
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END_DATADESC()
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bool CFF_SV_TeamcheckTarget::IsTeamAllowed( int iTeamNum )
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{
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if( !m_iszTeamTarget )
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return true;
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CFF_SV_PointFFTeamCheck *pEnt = dynamic_cast<CFF_SV_PointFFTeamCheck *>( gEntList.FindEntityByName( NULL, m_iszTeamTarget ) );
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if( !pEnt )
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return true;
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if( pEnt->IsTeamAllowed( iTeamNum ) )
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return true;
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return false;
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}
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25
mp/src/game/server/ff/entities/ff_sv_teamcheck_target.h
Normal file
25
mp/src/game/server/ff/entities/ff_sv_teamcheck_target.h
Normal file
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#pragma once
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#ifndef FF_SV_TEAMCHECK_TARGET_H
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#define FF_SV_TEAMCHECK_TARGET_H
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// NOTE: We might just have to delete this entity and place all the code in CBaseEntity. Unless we find a way to derive from multiple classes.
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class CFF_SV_TeamcheckTarget : public CBaseAnimating
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{
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public:
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DECLARE_CLASS( CFF_SV_TeamcheckTarget, CBaseAnimating );
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DECLARE_DATADESC();
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CFF_SV_TeamcheckTarget()
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{
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}
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bool IsTeamAllowed(int iTeamNum);
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private:
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string_t m_iszTeamTarget;
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};
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#endif // FF_SV_TEAMCHECK_TARGET_H
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@ -4,12 +4,12 @@
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#define FF_SV_UTIL_H
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// HUD Messages
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typedef enum
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enum HUD_MSG_EFFECT
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{
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HUD_EFFECT_FADE_IN_OUT = 0,
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HUD_EFFECT_FLICKER,
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HUD_EFFECT_WRITE_OUT
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} HUD_MSG_EFFECT;
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};
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void FF_UTIL_HudMessage( CBasePlayer *pToPlayer, float x, float y, HUD_MSG_EFFECT effect, color32 color1, color32 color2, float fadeInTime, float fadeOutTime, float holdTime, float fxTime, int channel, const char *pszMessage );
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void FF_UTIL_HudMessageFormat( CBasePlayer *pToPlayer, float x, float y, HUD_MSG_EFFECT effect, color32 color1, color32 color2, float fadeInTime, float fadeOutTime, float holdTime, float fxTime, int channel, const char *pszFormat, ... );
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void FF_UTIL_HudMessageAllFormat( float x, float y, HUD_MSG_EFFECT effect, color32 color1, color32 color2, float fadeInTime, float fadeOutTime, float holdTime, float fxTime, int channel, const char *pszFormat, ... );
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#endif //FF_SV_UTIL_H
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#endif // FF_SV_UTIL_H
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@ -17,8 +17,8 @@ $Configuration
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{
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$Compiler
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{
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$AdditionalIncludeDirectories "$BASE;$SRCDIR\game\shared\ff,.\ff,.\ff,$SRCDIR\game\shared\ff;$THIRDPARTYDIR\lua;$THIRDPARTYDIR"
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$PreprocessorDefinitions "$BASE;FF;FF_DLL"
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$AdditionalIncludeDirectories "$BASE;.\ff;.\ff\other;.\ff\entities;$SRCDIR\game\shared\ff;$SRCDIR\game\shared\ff\other;$THIRDPARTYDIR\lua;$THIRDPARTYDIR"
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$PreprocessorDefinitions "$BASE;FF;FF_DLL"
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}
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}
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@ -40,9 +40,19 @@ $Project "Server (FF)"
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$File "ff\ff_sv_player.cpp"
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$File "ff\ff_sv_player.h"
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}
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$File "ff\ff_sv_util.cpp"
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$File "ff\ff_sv_util.h"
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$Folder "Entities"
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{
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$File "ff\entities\ff_sv_item_ff_goal.cpp"
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$File "ff\entities\ff_sv_point_ff_teamcheck.cpp"
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$File "ff\entities\ff_sv_point_ff_teamcheck.h"
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$File "ff\entities\ff_sv_teamcheck_target.h"
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$File "ff\entities\ff_sv_teamcheck_target.cpp"
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}
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$Folder "Other"
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{
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$File "ff\other\ff_sv_util.cpp"
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$File "ff\other\ff_sv_util.h"
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}
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}
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@ -6,7 +6,7 @@
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// FF Team stuff
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// note, when ported i switched to an enum so we have our custom team stuff a little more obvious
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typedef enum
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typedef enum
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{
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TEAM_BLUE = 2,
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TEAM_RED,
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@ -24,7 +24,7 @@ typedef enum
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} FF_TEAM;
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typedef enum
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typedef enum
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{
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FF_CLASS_UNASSIGNED = 0,
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FF_CLASS_SCOUT,
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@ -40,4 +40,53 @@ typedef enum
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FF_CLASS_COUNT
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} FF_CLASS;
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enum
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{
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FF_TEAM_NUM_UNASSIGNED = 0,
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FF_TEAM_NUM_SPECTATE,
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FF_TEAM_NUM_ONE,
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FF_TEAM_NUM_TWO,
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FF_TEAM_NUM_THREE,
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FF_TEAM_NUM_FOUR,
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FF_TEAM_NUM_FIVE,
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FF_TEAM_NUM_SIX,
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FF_TEAM_NUM_SEVEN,
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FF_TEAM_NUM_EIGHT,
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FF_TEAM_NUM_NINE,
|
||||
FF_TEAM_NUM_TEN,
|
||||
FF_TEAM_NUM_ELEVEN,
|
||||
FF_TEAM_NUM_TWELVE,
|
||||
FF_TEAM_NUM_THIRTEEN,
|
||||
FF_TEAM_NUM_FOURTEEN,
|
||||
FF_TEAM_NUM_FIFTEEN,
|
||||
FF_TEAM_NUM_SIXTEEN,
|
||||
FF_TEAM_NUM_SEVENTEEN,
|
||||
FF_TEAM_NUM_EIGHTEEN,
|
||||
FF_TEAM_NUM_NINETEEN,
|
||||
FF_TEAM_NUM_TWENTY,
|
||||
FF_TEAM_NUM_TWENTYONE,
|
||||
FF_TEAM_NUM_TWENTYTWO,
|
||||
FF_TEAM_NUM_TWENTYTHREE,
|
||||
FF_TEAM_NUM_TWENTYFOUR,
|
||||
FF_TEAM_NUM_TWENTYFIVE,
|
||||
FF_TEAM_NUM_TWENTYSIX,
|
||||
FF_TEAM_NUM_TWENTYSEVEN,
|
||||
FF_TEAM_NUM_TWENTYEIGHT,
|
||||
FF_TEAM_NUM_TWENTYNINE,
|
||||
FF_TEAM_NUM_THIRTY,
|
||||
FF_TEAM_NUM_THIRTYONE
|
||||
};
|
||||
|
||||
const int FF_TEAM_BITS[] =
|
||||
{
|
||||
0, 0, (1<<0), (1<<1), (1<<2),
|
||||
(1<<3), (1<<4), (1<<5), (1<<6), (1<<7),
|
||||
(1<<8), (1<<9), (1<<10), (1<<11), (1<<12),
|
||||
(1<<13), (1<<14), (1<<15), (1<<16), (1<<17),
|
||||
(1<<18), (1<<19), (1<<20), (1<<21), (1<<22),
|
||||
(1<<23), (1<<24), (1<<25), (1<<26), (1<<27),
|
||||
(1<<28), (1<<29), (1<<30)
|
||||
};
|
||||
|
||||
#endif // FF_SH_SHAREDDEFS_H
|
|
@ -1,4 +1,4 @@
|
|||
// VPC included in client/server FF VPCs containing all shared
|
||||
// VPC included in client/server FF VPCs containing all shared
|
||||
|
||||
// expects $SRCDIR macro to exist
|
||||
$Project
|
||||
|
@ -37,6 +37,11 @@ $Project
|
|||
$File "$SRCDIR\game\shared\ff\ff_sh_team_manager.h"
|
||||
$File "$SRCDIR\game\shared\ff\ff_sh_team_manager.cpp"
|
||||
}
|
||||
$Folder "Other"
|
||||
{
|
||||
$File "$SRCDIR\game\shared\ff\other\ff_sh_util.cpp"
|
||||
$File "$SRCDIR\game\shared\ff\other\ff_sh_util.h"
|
||||
}
|
||||
}
|
||||
|
||||
// folder structure has to match for remove to work correctly..
|
||||
|
|
12
mp/src/game/shared/ff/other/ff_sh_util.cpp
Normal file
12
mp/src/game/shared/ff/other/ff_sh_util.cpp
Normal file
|
@ -0,0 +1,12 @@
|
|||
#include "cbase.h"
|
||||
#include "ff_sh_util.h"
|
||||
#include "ff_sh_shareddefs.h"
|
||||
|
||||
|
||||
int FF_UTIL_GetTeamBit( int teamNum )
|
||||
{
|
||||
if( teamNum >= sizeof(FF_TEAM_BITS) || teamNum < 0 )
|
||||
return 0;
|
||||
|
||||
return FF_TEAM_BITS[teamNum];
|
||||
}
|
10
mp/src/game/shared/ff/other/ff_sh_util.h
Normal file
10
mp/src/game/shared/ff/other/ff_sh_util.h
Normal file
|
@ -0,0 +1,10 @@
|
|||
#pragma once
|
||||
|
||||
#ifndef FF_SH_UTIL_H
|
||||
#define FF_SH_UTIL_H
|
||||
|
||||
|
||||
int FF_UTIL_GetTeamBit( int teamNum );
|
||||
|
||||
|
||||
#endif // FF_SH_UTIL_H
|
Loading…
Reference in a new issue