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95 lines
2.9 KiB
95 lines
2.9 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef ITEMS_H |
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#define ITEMS_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "entityoutput.h" |
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#include "player_pickup.h" |
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#include "vphysics/constraints.h" |
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// Armor given by a battery |
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#define MAX_NORMAL_BATTERY 100 |
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// Ammo counts given by ammo items |
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#define SIZE_AMMO_PISTOL 20 |
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#define SIZE_AMMO_PISTOL_LARGE 100 |
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#define SIZE_AMMO_SMG1 45 |
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#define SIZE_AMMO_SMG1_LARGE 225 |
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#define SIZE_AMMO_AR2 20 |
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#define SIZE_AMMO_AR2_LARGE 100 |
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#define SIZE_AMMO_RPG_ROUND 1 |
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#define SIZE_AMMO_SMG1_GRENADE 1 |
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#define SIZE_AMMO_BUCKSHOT 20 |
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#define SIZE_AMMO_357 6 |
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#define SIZE_AMMO_357_LARGE 20 |
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#define SIZE_AMMO_CROSSBOW 6 |
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#define SIZE_AMMO_AR2_ALTFIRE 1 |
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#define SIZE_AMMO_FLECHETTE 60 |
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#define SIZE_AMMO_URANIUM 30 |
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#define SF_ITEM_START_CONSTRAINED 0x00000001 |
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#define SF_ITEM_MUST_EXIST 0x00000002 // prevent the procedural population system from modifying this item |
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class CItem : public CBaseAnimating, public CDefaultPlayerPickupVPhysics |
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{ |
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public: |
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DECLARE_CLASS( CItem, CBaseAnimating ); |
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CItem(); |
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virtual ~CItem(); |
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virtual void Spawn( void ); |
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virtual void Precache(); |
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virtual bool HasBloatedCollision( void ) const { return true; } // Does this item increase its collision box to make it easier to pick up? |
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virtual CBaseEntity* Respawn( void ); |
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void ItemTouch( CBaseEntity *pOther ); |
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virtual void Materialize( void ); |
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virtual bool MyTouch( CBasePlayer *pPlayer ) { return false; }; |
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// Become touchable when we are at rest |
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virtual void OnEntityEvent( EntityEvent_t event, void *pEventData ); |
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// Activate when at rest, but don't allow pickup until then |
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void ActivateWhenAtRest(); |
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// IPlayerPickupVPhysics |
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virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON ); |
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virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason ); |
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virtual int ObjectCaps() { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE | FCAP_WCEDIT_POSITION; }; |
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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Vector GetOriginalSpawnOrigin( void ) { return m_vOriginalSpawnOrigin; } |
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QAngle GetOriginalSpawnAngles( void ) { return m_vOriginalSpawnAngles; } |
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void SetOriginalSpawnOrigin( const Vector& origin ) { m_vOriginalSpawnOrigin = origin; } |
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void SetOriginalSpawnAngles( const QAngle& angles ) { m_vOriginalSpawnAngles = angles; } |
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bool CreateItemVPhysicsObject( void ); |
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bool ItemCanBeTouchedByPlayer( CBasePlayer *pPlayer ); |
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DECLARE_DATADESC(); |
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private: |
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void ComeToRest( void ); |
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private: |
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bool m_bActivateWhenAtRest; |
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COutputEvent m_OnPlayerTouch; |
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COutputEvent m_OnCacheInteraction; |
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Vector m_vOriginalSpawnOrigin; |
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QAngle m_vOriginalSpawnAngles; |
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IPhysicsConstraint *m_pConstraint; |
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}; |
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#endif // ITEMS_H
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