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61 lines
1.7 KiB
61 lines
1.7 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Medic's resupply beacon
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_OBJ_RESUPPLY_H
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#define TF_OBJ_RESUPPLY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_obj.h"
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// ------------------------------------------------------------------------ //
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// Resupply defines
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#define RESUPPLY_NUM_PLAYERS_REFILLED 5 // Number of full resupplies before refill need
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// An object is considered covered by a resupply station (for purposes of order creation)
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// if it is within this distance of the station.
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#define RESUPPLY_COVER_DIST 1500
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// ------------------------------------------------------------------------ //
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// Resupply object that's built by the player
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// ------------------------------------------------------------------------ //
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class CObjectResupply : public CBaseObject
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{
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DECLARE_CLASS( CObjectResupply, CBaseObject );
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public:
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DECLARE_SERVERCLASS();
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CObjectResupply();
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static CObjectResupply* Create(const Vector &vOrigin, const QAngle &vAngles);
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virtual void Spawn();
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virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
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virtual void Precache();
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virtual void DestroyObject( void );
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virtual bool CalculatePlacement( CBaseTFPlayer *pPlayer );
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virtual void SetupAttachedVersion( void );
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// Resupply
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virtual bool ClientCommand( CBaseTFPlayer *pPlayer, const CCommand &args );
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virtual void ChangeTeam( int iTeamNum ) OVERRIDE;
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virtual bool CanTakeEMPDamage( void ) { return true; }
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private:
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// Resupply Health
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bool ResupplyHealth( CBaseTFPlayer *pPlayer, float flFraction );
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};
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#endif // TF_OBJ_RESUPPLY_H
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