//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef ITEM_DYNAMIC_RESUPPLY_H #define ITEM_DYNAMIC_RESUPPLY_H #ifdef _WIN32 #pragma once #endif // Spawnflags #define SF_DYNAMICRESUPPLY_USE_MASTER 1 #define SF_DYNAMICRESUPPLY_IS_MASTER 2 #define SF_DYNAMICRESUPPLY_ALWAYS_SPAWN 4 // even if the player has met his target #define SF_DYNAMICRESUPPLY_FALLBACK_TO_VIAL 8 // If we fail to spawn anything, spawn a health vial #define SF_DYNAMICRESUPPLY_ALTERNATE_MASTER 16 // Don't assume role as master on activate, but don't think either float DynamicResupply_GetDesiredHealthPercentage( void ); void DynamicResupply_InitFromAlternateMaster( CBaseEntity *pResupply, string_t iszMaster ); #endif // ITEM_DYNAMIC_RESUPPLY_H