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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ITEMS_H
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#define ITEMS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "entityoutput.h"
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#include "player_pickup.h"
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#include "vphysics/constraints.h"
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// Armor given by a battery
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#define MAX_NORMAL_BATTERY 100
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// Ammo counts given by ammo items
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#define SIZE_AMMO_PISTOL 20
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#define SIZE_AMMO_PISTOL_LARGE 100
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#define SIZE_AMMO_SMG1 45
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#define SIZE_AMMO_SMG1_LARGE 225
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#define SIZE_AMMO_AR2 20
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#define SIZE_AMMO_AR2_LARGE 100
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#define SIZE_AMMO_RPG_ROUND 1
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#define SIZE_AMMO_SMG1_GRENADE 1
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#define SIZE_AMMO_BUCKSHOT 20
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#define SIZE_AMMO_357 6
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#define SIZE_AMMO_357_LARGE 20
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#define SIZE_AMMO_CROSSBOW 6
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#define SIZE_AMMO_AR2_ALTFIRE 1
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#define SF_ITEM_START_CONSTRAINED 0x00000001
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class CItem : public CBaseAnimating, public CDefaultPlayerPickupVPhysics
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{
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public:
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DECLARE_CLASS( CItem, CBaseAnimating );
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CItem();
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virtual void Spawn( void );
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virtual void Precache();
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unsigned int PhysicsSolidMaskForEntity( void ) const;
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virtual CBaseEntity* Respawn( void );
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virtual void ItemTouch( CBaseEntity *pOther );
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virtual void Materialize( void );
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virtual bool MyTouch( CBasePlayer *pPlayer ) { return false; };
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// Become touchable when we are at rest
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virtual void OnEntityEvent( EntityEvent_t event, void *pEventData );
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// Activate when at rest, but don't allow pickup until then
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void ActivateWhenAtRest( float flTime = 0.5f );
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// IPlayerPickupVPhysics
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virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON );
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virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason );
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virtual int ObjectCaps() { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE | FCAP_WCEDIT_POSITION; };
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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Vector GetOriginalSpawnOrigin( void ) { return m_vOriginalSpawnOrigin; }
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QAngle GetOriginalSpawnAngles( void ) { return m_vOriginalSpawnAngles; }
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void SetOriginalSpawnOrigin( const Vector& origin ) { m_vOriginalSpawnOrigin = origin; }
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void SetOriginalSpawnAngles( const QAngle& angles ) { m_vOriginalSpawnAngles = angles; }
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bool CreateItemVPhysicsObject( void );
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virtual bool ItemCanBeTouchedByPlayer( CBasePlayer *pPlayer );
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#if defined( HL2MP ) || defined( TF_DLL )
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void FallThink( void );
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float m_flNextResetCheckTime;
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#endif
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DECLARE_DATADESC();
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protected:
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virtual void ComeToRest( void );
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private:
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bool m_bActivateWhenAtRest;
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COutputEvent m_OnPlayerTouch;
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COutputEvent m_OnCacheInteraction;
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Vector m_vOriginalSpawnOrigin;
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QAngle m_vOriginalSpawnAngles;
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IPhysicsConstraint *m_pConstraint;
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};
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#endif // ITEMS_H
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