dlls/team.h
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//-----------------------------------------------------------------------------
virtual int GetTeamNumber( void );
virtual const char *GetName( void );
virtual void UpdateClientData( CBasePlayer *pPlayer );
virtual bool ShouldTransmitToPlayer( CBasePlayer* pRecipient, CBaseEntity* pEntity );
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//-----------------------------------------------------------------------------
virtual int GetTeamNumber( void );
virtual const char *GetName( void );
virtual void SetName( const char *pszName );
virtual void UpdateClientData( CBasePlayer *pPlayer );
virtual bool ShouldTransmitToPlayer( CBasePlayer* pRecipient, CBaseEntity* pEntity );
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virtual void AddScore( int iScore );
virtual void SetScore( int iScore );
virtual int GetScore( void );
public:
CUtlVector< CTeamSpawnPoint * > m_aSpawnPoints;
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virtual void AddScore( int iScore );
virtual void SetScore( int iScore );
virtual int GetScore( void );
virtual float GetScoreTime( void );
virtual void AddFortPoints( int iFortPoints );
virtual void SetFortPoints( int iFortPoints );
virtual int GetFortPoints( void );
// Bug #0000529: Total death column doesn't work
virtual void AddDeaths( int iScore ); // Mulch
virtual int GetDeaths( void ); // Mulch
virtual void SetDeaths( int iDeaths );
public:
CUtlVector< CTeamSpawnPoint * > m_aSpawnPoints;
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// Data
CNetworkString( m_szTeamname, MAX_TEAM_NAME_LENGTH );
CNetworkVar( int, m_iScore );
int m_iDeaths;
// Spawnpoints
int m_iLastSpawn; // Index of the last spawnpoint used
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// Data
CNetworkString( m_szTeamname, MAX_TEAM_NAME_LENGTH );
CNetworkVar( int, m_iScore );
CNetworkVar( int, m_iFortPoints );
// Bug #0000529: Total death column doesn't work
CNetworkVar( int, m_iDeaths ); // Mulch: send deaths to client
CNetworkVar( float, m_flScoreTime ); // Mulch: time when this team last scored
// Spawnpoints
int m_iLastSpawn; // Index of the last spawnpoint used