//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: CTF Reset Entity (resets the teams). // //=============================================================================// #ifndef ENTITY_FORCERESPAWN_H #define ENTITY_FORCERESPAWN_H #ifdef _WIN32 #pragma once #endif //============================================================================= // // CTF Force Respawn Entity. // class CTFForceRespawn : public CPointEntity { public: DECLARE_CLASS( CTFForceRespawn, CPointEntity ); CTFForceRespawn(); void Reset( void ); void ForceRespawn( bool bSwitchTeams, int nTeam = TEAM_UNASSIGNED, bool bRemoveEverything = true ); // Input. void InputForceRespawn( inputdata_t &inputdata ); void InputForceRespawnSwitchTeams( inputdata_t &inputdata ); void InputForceTeamRespawn( inputdata_t &inputdata ); private: COutputEvent m_outputOnForceRespawn; // Fired when the entity is done respawning the players. DECLARE_DATADESC(); }; #endif // ENTITY_FORCERESPAWN_H