Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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// ---------------------------------------------------------------
// BubbleMod
//
// AUTHOR
// Tyler Lund <halflife@bubblemod.org>
//
// LICENSE
//
// Permission is granted to anyone to use this software for
// any purpose on any computer system, and to redistribute it
// in any way, subject to the following restrictions:
//
// 1. The author is not responsible for the consequences of
// use of this software, no matter how awful, even if they
// arise from defects in it.
// 2. The origin of this software must not be misrepresented,
// either by explicit claim or by omission.
// 3. Altered versions must be plainly marked as such, and
// must not be misrepresented (by explicit claim or
// omission) as being the original software.
// 3a. It would be nice if I got a copy of your improved
// version sent to halflife@bubblemod.org.
// 4. This notice must not be removed or altered.
//
// ---------------------------------------------------------------
// Runes
#ifndef RUNE_H
#define RUNE_H
class CRune : public CBaseEntity
{
public:
void Spawn( void );
void Precache(void);
CBaseEntity* Respawn( void );
void EXPORT RuneTouch( CBaseEntity *pOther );
void EXPORT Materialize( void );
void EXPORT MaterializeRandom( void );
virtual BOOL MyTouch( CBasePlayer *pPlayer ) { EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); return TRUE; };
BOOL IsRune( void ) { return TRUE; }
virtual char* RuneName ( void ) { return "Generic Rune"; }
BOOL m_randomize;
Vector m_vRuneColor;
};
#endif // RUNE_H