//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Client side CTeam class // // $NoKeywords: $ //=============================================================================// #ifndef C_TEAM_H #define C_TEAM_H #ifdef _WIN32 #pragma once #endif #include "shareddefs.h" #include "utlvector.h" #include "client_thinklist.h" class C_BasePlayer; class C_Team : public C_BaseEntity { DECLARE_CLASS( C_Team, C_BaseEntity ); public: DECLARE_CLIENTCLASS(); DECLARE_PREDICTABLE(); C_Team(); virtual ~C_Team(); virtual void PreDataUpdate( DataUpdateType_t updateType ); // Data Handling virtual char *Get_Name( void ); virtual int Get_Score( void ); virtual int Get_Deaths( void ); virtual int Get_Ping( void ); // Player Handling virtual int Get_Number_Players( void ); virtual bool ContainsPlayer( int iPlayerIndex ); C_BasePlayer* GetPlayer( int idx ); // for shared code, use the same function name virtual int GetNumPlayers( void ) { return Get_Number_Players(); } int GetTeamNumber() const; int GetRoundsWon(void) { return m_iRoundsWon; } void RemoveAllPlayers(); // IClientThinkable overrides. public: virtual void ClientThink(); public: // Data received from the server CUtlVector< int > m_aPlayers; char m_szTeamname[ MAX_TEAM_NAME_LENGTH ]; int m_iScore; int m_iRoundsWon; // Data for the scoreboard int m_iDeaths; int m_iPing; int m_iPacketloss; int m_iTeamNum; }; // Global list of client side team entities extern CUtlVector< C_Team * > g_Teams; // Global team handling functions C_Team *GetLocalTeam( void ); C_Team *GetGlobalTeam( int iTeamNumber ); C_Team *GetPlayersTeam( int iPlayerIndex ); C_Team *GetPlayersTeam( C_BasePlayer *pPlayer ); bool ArePlayersOnSameTeam( int iPlayerIndex1, int iPlayerIndex2 ); extern int GetNumberOfTeams( void ); #endif // C_TEAM_H