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138 lines
3.7 KiB
138 lines
3.7 KiB
![]()
4 years ago
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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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//=============================================================================
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#ifndef ECON_WEARABLE_H
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#define ECON_WEARABLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "econ_entity.h"
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enum
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{
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MAX_WEARABLES_SENT_FROM_SERVER =
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#ifdef LOADOUT_MAX_WEARABLES_COUNT // we actually do want to just check for macro definition here -- undefined means "fall back to whatever default"
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LOADOUT_MAX_WEARABLES_COUNT
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#else
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8 // hard-coded constant to match old behavior
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#endif
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};
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#if defined( CLIENT_DLL )
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#define CEconWearable C_EconWearable
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#define CTFWearableItem C_TFWearableItem
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#endif
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enum
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{
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ITEM_DROP_TYPE_NULL,
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ITEM_DROP_TYPE_NONE,
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ITEM_DROP_TYPE_DROP,
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ITEM_DROP_TYPE_BREAK,
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};
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class CEconWearable : public CEconEntity
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{
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DECLARE_CLASS( CEconWearable, CEconEntity );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_DATADESC();
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CEconWearable();
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virtual bool IsWearable( void ) const { return true; }
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// Shared
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virtual void Spawn( void );
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virtual void GiveTo( CBaseEntity *pOther );
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virtual void RemoveFrom( CBaseEntity *pOther );
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virtual bool CanEquip( CBaseEntity *pOther ) { return true; }
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virtual void Equip( CBasePlayer *pOwner );
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virtual void UnEquip( CBasePlayer* pOwner );
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virtual void OnWearerDeath( void );
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virtual int GetDropType( void );
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// virtual bool UpdateBodygroups( CBasePlayer* pOwner, int iState );
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void SetAlwaysAllow( bool bVal ) { m_bAlwaysAllow = bVal; }
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bool AlwaysAllow( void ) { return m_bAlwaysAllow; }
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virtual bool IsViewModelWearable( void ) { return false; }
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// Server
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#if defined( GAME_DLL )
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#endif
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// Client
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#if defined( CLIENT_DLL )
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virtual ShadowType_t ShadowCastType() OVERRIDE;
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virtual bool ShouldDraw();
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virtual bool ShouldDrawWhenPlayerIsDead() { return true; }
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void ClientThink( void );
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virtual bool ShouldDrawParticleSystems( void );
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virtual RenderGroup_t GetRenderGroup();
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#endif
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virtual int GetSkin( void );
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// Static
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static void UpdateWearableBodyGroups( CBasePlayer *pPlayer );
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protected:
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virtual void InternalSetPlayerDisplayModel( void );
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private:
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bool m_bAlwaysAllow; // Wearable will not be removed by ManageRegularWeapons. Only use this for wearables managed by other items!
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};
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//-----------------------------------------------------------------------------
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// Purpose: For backwards compatibility with older demos
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//-----------------------------------------------------------------------------
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class CTFWearableItem : public CEconWearable
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{
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DECLARE_CLASS( CTFWearableItem, CEconWearable );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_DATADESC();
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CTFWearableItem();
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};
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#ifdef CLIENT_DLL
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// Clientside wearable physics props. Used to have wearables fall off dying players.
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class C_EconWearableGib : public CEconEntity
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{
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DECLARE_CLASS( C_EconWearableGib, CEconEntity );
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public:
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C_EconWearableGib();
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~C_EconWearableGib();
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bool Initialize( bool bWillBeParented );
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bool FinishModelInitialization( void );
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virtual CStudioHdr *OnNewModel( void );
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virtual bool ValidateEntityAttachedToPlayer( bool &bShouldRetry );
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virtual void SpawnClientEntity();
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virtual void Spawn();
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virtual void ClientThink( void );
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void StartFadeOut( float fDelay );
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virtual void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
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virtual CollideType_t GetCollideType( void ) { return ENTITY_SHOULD_RESPOND; }
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bool UpdateThinkState( void );
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private:
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bool m_bParented;
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bool m_bDelayedInit;
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float m_fDeathTime; // Point at which this object self destructs.
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// The default of -1 indicates the object shouldn't destruct.
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};
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#endif
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#endif // ECON_WEARABLE_H
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