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Quake 4 integrated with DoomRTX
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//----------------------------------------------------------------
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// CTF.h
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//
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// Copyright 2002-2004 Raven Software
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//----------------------------------------------------------------
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#ifndef __CTF_H__
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#define __CTF_H__
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#include "../Game_local.h"
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#include "../MultiplayerGame.h"
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/*
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===============================================================================
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rvCTF_AssaultPoint
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===============================================================================
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*/
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class rvCTF_AssaultPoint : public idEntity {
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public:
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CLASS_PROTOTYPE( rvCTF_AssaultPoint );
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void Spawn( void );
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rvCTF_AssaultPoint();
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~rvCTF_AssaultPoint();
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int GetOwner( void );
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int GetIndex( void );
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void SetOwnerColor ( void );
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void SetOwner ( int newOwner );
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void Reset ( void );
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private:
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void Event_Touch( idEntity *activator, trace_t *trace );
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void Event_InitializeLinks( void );
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void ResetSpawns( int team );
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void ResetIndices( void );
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// these could be maintained as lists to allow multiple AP paths
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// the assault point one step closer to the Strogg base
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idEntityPtr<idEntity> toStrogg;
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// the assault point one step closer to the Marine base
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idEntityPtr<idEntity> toMarine;
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// who currently owns this assault point
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int owner;
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int index;
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bool linked;
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idClipModel* trigger;
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};
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ID_INLINE int rvCTF_AssaultPoint::GetOwner( void ) {
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return owner;
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}
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ID_INLINE int rvCTF_AssaultPoint::GetIndex( void ) {
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return index;
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}
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/*
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===============================================================================
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rvCTFAssaultPlayerStart
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===============================================================================
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*/
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class rvCTFAssaultPlayerStart : public idPlayerStart {
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public:
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CLASS_PROTOTYPE( rvCTFAssaultPlayerStart );
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void Spawn( void );
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int GetTeam( void );
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private:
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void Event_Activate( idEntity *activator );
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int team;
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};
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#endif
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