add some helper functions for more dynamic active team management

This commit is contained in:
Dexter 2013-11-05 03:18:40 +00:00 committed by squeek
parent c26dad0a15
commit e9669129a7
2 changed files with 58 additions and 2 deletions

View file

@ -32,6 +32,7 @@
#include "ff_sv_dll_interface.h" #include "ff_sv_dll_interface.h"
#include "hl2mp_cvars.h" #include "hl2mp_cvars.h"
#include "ff_sh_team_manager.h" #include "ff_sh_team_manager.h"
#include <vector>
#ifdef DEBUG #ifdef DEBUG
#include "hl2mp_bot_temp.h" #include "hl2mp_bot_temp.h"
@ -193,7 +194,57 @@ char *sTeamNames[] =
"#FF_TEAM_CUSTOM7", "#FF_TEAM_CUSTOM7",
"#FF_TEAM_CUSTOM8", "#FF_TEAM_CUSTOM8",
}; };
#endif
void CFF_SH_Rules::AddTeam( const char *pTeamName, const int iNum )
{
CFF_SH_TeamManager *pTeam = static_cast<CFF_SH_TeamManager*>(CreateEntityByName( "ff_team_manager" ));
if ( pTeam )
{
pTeam->Init( pTeamName, iNum );
g_Teams.AddToTail( pTeam );
}
}
// add a new team and use next available unused team number
void CFF_SH_Rules::AddTeam( const char *pTeamName )
{
CFF_SH_TeamManager *pTeam = static_cast<CFF_SH_TeamManager*>(CreateEntityByName( "ff_team_manager" ));
if ( !pTeam )
return;
int iNum = 0;
for ( int i = 0; i < g_Teams.Count(); ++i )
iNum = max ( g_Teams[i]->GetTeamNumber(), iNum );
pTeam->Init( pTeamName, ++iNum );
g_Teams.AddToTail( pTeam );
}
void CFF_SH_Rules::RemoveTeam( const char *pTeamName )
{
int foundIdx = -1;
for ( int i = 0; i < g_Teams.Count(); ++i )
{
if ( g_Teams[i] && FStrEq( pTeamName, g_Teams[i]->GetName( ) ) )
{
foundIdx = i;
break;
}
}
if ( foundIdx != -1 )
g_Teams.Remove( foundIdx );
}
void CFF_SH_Rules::RemoveTeam( const int iIndex )
{
if ( iIndex >= 0 && iIndex < g_Teams.Count( ) )
g_Teams.Remove( iIndex );
}
#endif // GAME_DLL
CFF_SH_Rules::CFF_SH_Rules() CFF_SH_Rules::CFF_SH_Rules()
{ {

View file

@ -138,6 +138,11 @@ public:
const char *GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer ); const char *GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer );
bool IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer ); bool IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer );
void AddTeam( const char *pTeamName, const int iNum );
void AddTeam( const char *pTeamName );
void RemoveTeam( const char *pTeamName );
void RemoveTeam( const int iIndex );
#endif #endif
virtual void ClientDisconnected( edict_t *pClient ); virtual void ClientDisconnected( edict_t *pClient );