//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======== // // Purpose: Simple logical entity that counts up to a threshold value, then // fires an output when reached. // //============================================================================= #ifndef MAPADD_H #define MAPADD_H #include "cbase.h" class CMapAdd : public CBaseEntity { public: DECLARE_CLASS(CMapAdd, CBaseEntity); DECLARE_DATADESC(); // Constructor CMapAdd() { bFirstRun = true; } virtual void Precache(void); bool RunLabel(const char *mapaddMap, const char *szLabel); bool RunLabelSun(KeyValues *keyvalues);//(const char *mapaddMap, const char *szLabel); bool RunTriggerLabel(const char *mapaddMap, const char *szLabel); bool HandlePlayerEntity(KeyValues *playerEntity, bool initLevel = false); bool HandleSMODEntity(KeyValues *smodEntity); bool HandleSMODEntityName(const char *szLabel); bool HandleSpecialEnitity(KeyValues *specialEntity); bool HandleRemoveEnitity(KeyValues *mapaddValue); bool HandleWeaponManagerEnitity(KeyValues *weaponManagerEntity); void InputRunLabel(inputdata_t &inputData); void Destroy(void); CBaseCombatWeapon *pWeapon; private: bool bFirstRun; //COutputEvent m_OnThreshold; // Output event when the counter reaches the threshold }; CMapAdd* GetMapAddEntity(); CMapAdd* CreateMapAddEntity(); #endif //HL2_PLAYER_H