Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Headers and defines for Autobuy and Rebuy
//
//=============================================================================//
/**
* Weapon classes as used by the AutoBuy
* Has to be different that the previous ones because these are bitmasked values as a weapon can be from
* more than one class. This also includes all the classes of equipment that a player can buy.
*/
enum AutoBuyClassType
{
AUTOBUYCLASS_PRIMARY = 1,
AUTOBUYCLASS_SECONDARY = 2,
AUTOBUYCLASS_AMMO = 4,
AUTOBUYCLASS_ARMOR = 8,
AUTOBUYCLASS_DEFUSER = 16,
AUTOBUYCLASS_PISTOL = 32,
AUTOBUYCLASS_SMG = 64,
AUTOBUYCLASS_RIFLE = 128,
AUTOBUYCLASS_SNIPERRIFLE = 256,
AUTOBUYCLASS_SHOTGUN = 512,
AUTOBUYCLASS_MACHINEGUN = 1024,
AUTOBUYCLASS_GRENADE = 2048,
AUTOBUYCLASS_NIGHTVISION = 4096,
AUTOBUYCLASS_SHIELD = 8192,
};
struct AutoBuyInfoStruct
{
AutoBuyClassType m_class;
const char *m_command;
const char *m_classname;
};
struct RebuyStruct
{
char m_szPrimaryWeapon[64]; //"weapon_" string of the primary weapon
char m_szSecondaryWeapon[64]; //"weapon_" string of the secondary weapon
int m_primaryAmmo; // number of rounds the player had (not including rounds in the gun)
int m_secondaryAmmo; // number of rounds the player had (not including rounds in the gun)
int m_heGrenade; // number of grenades to buy
int m_flashbang; // number of grenades to buy
int m_smokeGrenade; // number of grenades to buy
int m_armor; // 0, 1, or 2 (0 = none, 1 = vest, 2 = vest + helmet)
bool m_defuser; // do we want a defuser
bool m_nightVision; // do we want night vision
};
extern AutoBuyInfoStruct g_autoBuyInfo[];