//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef ITEM_CREATION_H #define ITEM_CREATION_H #ifdef _WIN32 #pragma once #endif #include "igamesystem.h" #include "econ_item_system.h" #include "econ_entity.h" #if defined(TF_CLIENT_DLL) || defined(TF_DLL) #include "tf_shareddefs.h" #endif //----------------------------------------------------------------------------- // Purpose: Game system that handles initializing the item system, and generating items as full game entities //----------------------------------------------------------------------------- class CItemGeneration : public CAutoGameSystem { public: CItemGeneration( void ); // Generate a random item matching the specified criteria CBaseEntity *GenerateRandomItem( CItemSelectionCriteria *pCriteria, const Vector &vecOrigin, const QAngle &vecAngles ); // Generate a random item matching the specified definition index CBaseEntity *GenerateItemFromDefIndex( int iDefIndex, const Vector &vecOrigin, const QAngle &vecAngles ); // Generate an item from the specified item data CBaseEntity *GenerateItemFromScriptData( const CEconItemView *pData, const Vector &vecOrigin, const QAngle &vecAngles, const char *pszOverrideClassName ); // Generate the base item for a class's loadout slot CBaseEntity *GenerateBaseItem( struct baseitemcriteria_t *pCriteria ); private: // Create a new instance of the chosen item CBaseEntity *SpawnItem( int iChosenItem, const Vector &vecAbsOrigin, const QAngle &vecAbsAngles, int iItemLevel, entityquality_t entityQuality, const char *pszOverrideClassName ); CBaseEntity *SpawnItem( const CEconItemView *pData, const Vector &vecAbsOrigin, const QAngle &vecAbsAngles, const char *pszOverrideClassName ); CBaseEntity *PostSpawnItem( CBaseEntity *pItem, IHasAttributes *pItemInterface, const Vector &vecAbsOrigin, const QAngle &vecAbsAngles ); }; extern CItemGeneration *ItemGeneration( void ); #endif // ITEM_CREATION_H