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: CTF AmmoPack.
//
//=============================================================================//
#ifndef TF_POWERUP_H
#define TF_POWERUP_H
#ifdef _WIN32
#pragma once
#endif
#include "items.h"
#define TF_POWERUP_LIFETIME 30.0f // normal powerup timeout
enum powerupsize_t
{
POWERUP_SMALL,
POWERUP_MEDIUM,
POWERUP_FULL,
POWERUP_SIZES,
};
extern float PackRatios[POWERUP_SIZES];
//=============================================================================
//
// CTF Powerup class.
//
class CTFPowerup : public CItem
{
public:
DECLARE_CLASS( CTFPowerup, CItem );
CTFPowerup();
void Spawn( void );
CBaseEntity* Respawn( void );
virtual void Precache();
void Materialize( void );
virtual bool ValidTouch( CBasePlayer *pPlayer );
virtual bool MyTouch( CBasePlayer *pPlayer );
void DropSingleInstance( Vector &vecLaunchVel, CBaseCombatCharacter *pThrower, float flThrowerTouchDelay, float flResetTime = 0.1f );
bool IsDisabled( void );
void SetDisabled( bool bDisabled );
virtual float GetRespawnDelay( void ) { return g_pGameRules->FlItemRespawnTime( this ); }
// Input handlers
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
void InputToggle( inputdata_t &inputdata );
virtual powerupsize_t GetPowerupSize( void ) { return POWERUP_FULL; }
virtual const char *GetPowerupModel( void );
virtual const char *GetDefaultPowerupModel( void ) = 0;
virtual bool ItemCanBeTouchedByPlayer( CBasePlayer *pPlayer );
virtual float GetLifeTime() { return TF_POWERUP_LIFETIME; }
protected:
void Materialize_Internal( void );
bool m_bDisabled;
bool m_bRespawning;
bool m_bThrownSingleInstance;
bool m_bAutoMaterialize;
string_t m_iszModel;
float m_flThrowerTouchTime;
DECLARE_DATADESC();
};
#endif // TF_POWERUP_H