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//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef ECON_ITEM_CONSTANTS_H
#define ECON_ITEM_CONSTANTS_H
#ifdef _WIN32
#pragma once
#endif
#include "game_item_schema.h"
#include "econ_item_constants.h"
#include "localization_provider.h"
#include "econ_item_interface.h"
#include "econ_item.h"
#include "tier1/utlhashtable.h"
#if defined(CLIENT_DLL)
#include "iclientrenderable.h"
#if defined(CSTRIKE15)
#include "materialsystem/custommaterialowner.h"
#endif //#if defined(CSTRIKE15)
#include "materialsystem/icompositetexturegenerator.h"
#endif //#if defined(CLIENT_DLL)
#include "materialsystem/MaterialSystemUtil.h"
#if defined(TF_DLL)
#include "tf_item_schema.h"
#endif //#if defined(TF_DLL)
#if defined(CLIENT_DLL)
#define CEconItemView C_EconItemView
#if defined(CSTRIKE15)
typedef void (*ImageReadyCallback_t)( const CEconItemView *pItemView, CUtlBuffer &rawImageRgba, int nWidth, int nHeight, uint64 nItemID ); struct RenderToRTData_t; class CMergedMDL; #endif //#if defined(CSTRIKE15)
#endif //#if defined(CLIENT_DLL)
#include "econ_item_view_helpers.h"
#define RGB_INT_RED 12073019
#define RGB_INT_BLUE 5801378
#define ECON_ITEM_GENERATED_ICON_WIDTH 512
#define ECON_ITEM_GENERATED_ICON_HEIGHT 384
#define ECON_ITEM_GENERATED_PINBOARD_ICON_WIDTH 512
#define ECON_ITEM_GENERATED_PINBOARD_ICON_HEIGHT 384
#define ECON_ITEM_GENERATED_ICON_DIR "resource/Flash/econ/weapons/cached/"
#define SCHEMA_BASE_ITEM_MAX 499 // def indices 1-499 are reserved for default aka stock items
class CEconItemAttribute; class CAttributeManager;
#if defined(CSTRIKE_CLIENT_DLL)
class IVisualsDataProcessor; #endif
struct stickerMaterialReference_t { CMaterialReference m_pMaterialReferenceFirstPerson; CMaterialReference m_pMaterialReferenceThirdPerson; int m_nSlotIndex; };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CAttributeList { friend class CEconItemView; friend class CTFPlayer;
DECLARE_CLASS_NOBASE( CAttributeList ); public: DECLARE_EMBEDDED_NETWORKVAR(); DECLARE_DATADESC();
CAttributeList(); CAttributeList& operator=( const CAttributeList &src );
void Init(); void SetManager( CAttributeManager *pManager );
void IterateAttributes( class IEconItemAttributeIterator *pIterator );
// Remove all attributes on this item
void DestroyAllAttributes( void );
// Prevent clients from modifying attributes directly from this list. They should do it from the CEconItemView.
private: // Add an attribute to this item
void AddAttribute( CEconItemAttribute *pAttribute ); void SetOrAddAttributeValueByName( const char *pszAttribDefName, float flValue );
// Remove an attribute by name
void RemoveAttribute( const char *pszAttribDefName ); void RemoveAttributeByIndex( int iIndex );
public: // Returns the attribute that matches the attribute defname
CEconItemAttribute *GetAttributeByName( const char *pszAttribDefName ); const CEconItemAttribute *GetAttributeByName( const char *pszAttribDefName ) const;
// Returns the attribute matching the specified class, carried by this entity, if it exists.
CEconItemAttribute *GetAttributeByClass( const char *szAttribClass ); const CEconItemAttribute *GetAttributeByClass( const char *szAttribClass ) const;
// Returns the attribute that matches the attribute defindex
CEconItemAttribute *GetAttributeByDefIndex( uint16 unAttrDefIndex ); const CEconItemAttribute *GetAttributeByDefIndex( uint16 unAttrDefIndex ) const;
// The only way to set the value of an attribute after its creation is through the attribute list
// that contains it. This way the matching attribute manager is told one of its attributes has changed.
void SetValue( CEconItemAttribute *pAttrib, float flValue );
void UpdateManagerCache( void );
private: // Attribute accessing
int GetNumAttributes( void ) const { return m_Attributes.Count(); } CEconItemAttribute *GetAttribute( int iIndex ) { Assert( iIndex >= 0 && iIndex < m_Attributes.Count()); return &m_Attributes[iIndex]; } const CEconItemAttribute *GetAttribute( int iIndex ) const { Assert( iIndex >= 0 && iIndex < m_Attributes.Count()); return &m_Attributes[iIndex]; }
// Our list of attributes
CUtlVector<CEconItemAttribute> m_Attributes;
CAttributeManager *m_pManager; };
//-----------------------------------------------------------------------------
// Purpose: An attribute that knows how to read itself from a datafile, describe itself to the user,
// and serialize itself between Servers, Clients, and Steam.
// Unlike the attributes created in the Game DLL, this attribute doesn't know how to actually
// do anything in the game, it just knows how to describe itself.
//-----------------------------------------------------------------------------
class CEconItemAttribute { DECLARE_CLASS_NOBASE( CEconItemAttribute ); public: DECLARE_EMBEDDED_NETWORKVAR();
CEconItemAttribute( const attrib_definition_index_t iAttributeIndex, float flValue ); CEconItemAttribute( const attrib_definition_index_t iAttributeIndex, uint32 unValue );
CEconItemAttribute & operator=( const CEconItemAttribute &val ); // Get the index of this attribute's definition inside the script file
attrib_definition_index_t GetAttribIndex( void ) const { return m_iAttributeDefinitionIndex; } void SetAttribIndex( attrib_definition_index_t iIndex ) { m_iAttributeDefinitionIndex = iIndex; }
// Get the static data contained in this attribute's definition
const CEconItemAttributeDefinition *GetStaticData( void ) const;
// Get the float value of this attribute.
float GetValue( void ) const;
// Get the value of this attribute as an unsigned integer.
uint32 GetIntValue( void ) const;
float GetInitialValue( void ) const { return m_flInitialValue; } int GetRefundableCurrency( void ) const { return m_nRefundableCurrency; } void AddRefundableCurrency( int nAdd ) { m_nRefundableCurrency += nAdd; } void RemovedRefundableCurrency( int nSubtract ) { m_nRefundableCurrency -= nSubtract; }
// Get & Set the setbonus flag. Allowed to set it here because it doesn't affect attribute caches.
bool GetSetBonus( void ) { return m_bSetBonus; } void SetSetBonus( bool bBonus ) { m_bSetBonus = bBonus; }
private: // The only way to set the value of an attribute after its creation is through the attribute list
// that contains it. This way the matching attribute manager is told one of its attributes has changed.
// Set the float value of this attribute.
// Note that the value must be stored as a float!
void SetValue( float flValue );
// Set the value of this attribute as an unsigned integer.
// Note that the value must be stored as an integer!
// See CEconItemAttributeDefinition
void SetIntValue( uint32 unValue );
friend class CAttributeList; friend class CEconItemSystem;
void Init( void );
//--------------------------------------------------------
private: // This is the index of the attribute into the attributes read from the data files
CNetworkVar( attrib_definition_index_t, m_iAttributeDefinitionIndex );
// This is the value of the attribute. Used to modify the item's variables.
CNetworkVar( float, m_flValue );
// This is the value that the attribute was first set to by an item definition
CNetworkVar( float, m_flInitialValue ); CNetworkVar( int, m_nRefundableCurrency );
CNetworkVar( bool, m_bSetBonus ); // Attribute has been generated by a set bonus.
public: // Used for copy constructor only
CEconItemAttribute( void ); };
//-----------------------------------------------------------------------------
// Purpose: An item that knows how to read itself from a datafile, describe itself to the user,
// and serialize itself between Servers, Clients, and Steam.
//
// In the client DLL, we derive it from CDefaultClientRenderable so that
// it can be passed in the pProxyData parameter of material proxies.
//-----------------------------------------------------------------------------
#if defined(CLIENT_DLL)
class CEconItemView : public CDefaultClientRenderable, public IEconItemInterface, public CCustomMaterialOwner #else
class CEconItemView : public IEconItemInterface #endif
{ #if defined(CLIENT_DLL) || defined(GAME_DLL)
DECLARE_CLASS_NOBASE( CEconItemView ); public: DECLARE_EMBEDDED_NETWORKVAR(); DECLARE_DATADESC(); #endif
public: CEconItemView(); CEconItemView( const CEconItemView &src ); virtual ~CEconItemView(); CEconItemView& operator=( const CEconItemView &src ); bool operator==( const CEconItemView &other ) const; bool operator!=( const CEconItemView &other ) const { return !operator==( other ); }
virtual const GameItemDefinition_t *GetItemDefinition() const { return GetStaticData(); }
public:
// IEconItemInterface implementation.
virtual int32 GetQuality() const; virtual int32 GetRarity() const; virtual style_index_t GetStyle() const; virtual uint8 GetFlags() const; virtual eEconItemOrigin GetOrigin() const; virtual uint16 GetQuantity() const;
virtual const char *GetCustomName() const; virtual const char *GetCustomDesc() const;
virtual int GetItemSetIndex() const;
virtual bool GetInUse() const { return GetSOCData() ? GetSOCData()->GetInUse() : false; }
virtual void IterateAttributes( class IEconItemAttributeIterator *pIterator ) const OVERRIDE;
bool IsValid( void ) const { return m_bInitialized; } void Invalidate( void );
// Initialize from the specified data
// client will load SO cache as needed
void Init( int iDefIndex, int iQuality, int iLevel, uint32 iAccountID = 0 ); void SetInitialized( bool bInit ) { m_bInitialized = bInit; } bool Init( CEconItem* pItem );
// Get the static data contained in this item's definition
const GameItemDefinition_t *GetStaticData( void ) const;
void SetNonSOEconItem( CEconItem* pItem ) { m_pNonSOEconItem = pItem; }
void MarkDescriptionDirty( void );
virtual bool IsStyleUnlocked( int iStyle ) const;
private: void EnsureDescriptionIsBuilt( void ) const; public: void SetGrayedOutReason( const char *pszGrayedOutReason );
// Set & Get the index of this item's definition inside the script file
void SetItemIndex( item_definition_index_t iIndex ) { m_iItemDefinitionIndex = iIndex; MarkDescriptionDirty(); } item_definition_index_t GetItemIndex( void ) const { return m_iItemDefinitionIndex; }
// Set & Get the quality & level of this item.
void SetItemQuality( int iQuality ) { m_iEntityQuality = iQuality; MarkDescriptionDirty(); } int GetItemQuality( void ) const { return m_iEntityQuality; } void SetItemLevel( uint32 unLevel ) { m_iEntityLevel = unLevel; MarkDescriptionDirty(); } uint32 GetItemLevel( void ) const { return m_iEntityLevel; }
int GetItemQuantity() const; #ifdef CLIENT_DLL
void SetIsStoreItem( bool bIsStoreItem ) { m_bIsStoreItem = bIsStoreItem; MarkDescriptionDirty(); } void SetIsTradeItem( bool bIsTradeItem ) { m_bIsTradeItem = bIsTradeItem; MarkDescriptionDirty(); } void SetItemQuantity( int iQuantity ) { m_iEntityQuantity = iQuantity; MarkDescriptionDirty(); } void SetClientItemFlags( uint8 unFlags ); void SetItemRarityOverride( int iRarity ) { m_iRarityOverride = iRarity; MarkDescriptionDirty(); } void SetItemQualityOverride( int iQuality ) { m_iQualityOverride = iQuality; MarkDescriptionDirty(); } void SetItemStyleOverride( style_index_t unNewStyleOverride ); #endif
style_index_t GetItemStyle() const;
// Access the worldwide global index of this item
void SetItemID( itemid_t iIdx ) { m_iItemID = iIdx; m_iItemIDHigh = (m_iItemID >> 32); m_iItemIDLow = (m_iItemID & 0xFFFFFFFF); } #ifdef CLIENT_DLL
// On the client, we need to rebuild it from the high & low networked pieces
virtual itemid_t GetItemID( void ) const { uint64 iTmp = ((((int64)m_iItemIDHigh)<<32) | m_iItemIDLow); return (itemid_t)iTmp; } #else
itemid_t GetItemID( void ) const { return m_iItemID; } #endif
uint32 GetItemIDHigh( void ) const { return m_iItemIDHigh; } uint32 GetItemIDLow( void ) const { return m_iItemIDLow; }
itemid_t GetFauxItemIDFromDefinitionIndex( void ) const;
uint32 GetAccountID( void ) const { return m_iAccountID; }
// Access the inventory position of this item
void SetInventoryPosition( uint32 iPosition ) { m_iInventoryPosition = iPosition; } const uint32 GetInventoryPosition( void ) const { return m_iInventoryPosition; }
// Return the model to use for model panels containing this item
const char *GetInventoryModel( void ); // Return the image to use for model panels containing this item
const char *GetInventoryImage( void ) const; bool HasGeneratedInventoryImage( void ) const; bool GetInventoryImageData( int *iPosition, int *iSize ); const char *GetInventoryOverlayImage( int idx ); int GetInventoryOverlayImageCount( void );
IMaterial *GetToolStickerMaterial( void ); bool IsStickerTool( void );
// Return the model to use when displaying this model on the player character model, if any
const char *GetPlayerDisplayModel( int iClass = 0 ) const;
// Return the model to use when displaying this model in the world. See the notes on this in econ_item_schema.h
const char *GetWorldDisplayModel(); const char *GetExtraWearableModel(); const char *GetIconDisplayModel(); const char *GetBuyMenuDisplayModel(); const char *GetWorldDroppedModel(); const char *GetPedestalDisplayModel(); const char *GetMagazineModel();
// A piece of geometry that masks the scope lens out of the full-screen zoomed blur effect
const char *GetScopeLensMaskModel();
// Return the viewmodel stattrak module model path
const char *GetStatTrakModelByType( int nStatTrakType );
// Return the viewmodel uid module model path
const char *GetUidModel();
// Return the load-out slot that this item must be placed into
int GetAnimationSlot( void ); // Return an int that indicates whether the item should be dropped from a dead owner.
int GetDropType( void );
// Remove all attributes on this item
void DestroyAllAttributes( void );
// Add an attribute to this item
void AddAttribute( CEconItemAttribute *pAttribute ); void SetOrAddAttributeValueByName( const char *pszAttribDefName, float flValue ); void InitNetworkedDynamicAttributesForDemos( void ); void UpdateNetworkedDynamicAttributesForDemos( attrib_definition_index_t nDef, float flNewValue );
#if defined(CSTRIKE_CLIENT_DLL)
void UpdateGeneratedMaterial( bool bIgnorePicMip = false, CompositeTextureSize_t diffuseTextureSize = COMPOSITE_TEXTURE_SIZE_512 ); #endif //#if defined(CSTRIKE_CLIENT_DLL)
// Return the sticker model path for the given index
const char *GetStickerSlotModelBySlotIndex( int nIndex ); int GetNumSupportedStickerSlots( void ); Vector GetStickerSlotWorldProjectionStartBySlotIndex( int nIndex ); Vector GetStickerSlotWorldProjectionEndBySlotIndex( int nIndex ); const char *GetStickerWorldModelBoneParentNameBySlotIndex( int nIndex ); const char *GetStickerSlotMaterialBySlotIndex( int nIndex ); IMaterial *GetStickerIMaterialBySlotIndex( int nIndex, bool bThirdPerson = false ); void GenerateStickerMaterials( void ); bool ItemHasAnyStickersApplied( void ); bool ItemHasAnyFreeStickerSlots( void ); int GetStickerSlotFirstFreeFromIndex( int nIndex = 0 );
void SetCustomNameOverride( const char *pszCustomName );
// These functions are used by the client, as well as the server (in cs_gamestats.cpp)
virtual void GenerateKillEaterTypeVector( void ); virtual void GetKillEaterTypes( CUtlSortVector<uint32> &types ); virtual int32 GetKillEaterValueByType( uint32 uKillEaterType );
bool m_bKillEaterTypesCached; CUtlSortVector<uint32> m_vCachedKillEaterTypes; int m_nKillEaterValuesCacheFrame; CUtlHashtable<uint32, int32> m_vCachedKillEaterValues;
private: void Cleanup( void );
#if defined(CSTRIKE_CLIENT_DLL)
// create custom materials based on the custom attributes
void CreateCustomWeaponMaterials( int nWeaponId, bool bIgnorePicMip, CompositeTextureSize_t diffuseTextureSize = COMPOSITE_TEXTURE_SIZE_512 ); void CreateCustomClothingMaterials( const char *pchSkinIdent, int nSlotId, int nTeam, bool bIgnorePicMip, CompositeTextureSize_t diffuseTextureSize = COMPOSITE_TEXTURE_SIZE_512 );
public: void Update( void ); void SaveInventoryImageAsPNG( int nWidth, int nHeight ); const CUtlBuffer *GetInventoryImageRgba( int nWidth, int nHeight, ImageReadyCallback_t pImageReadyCallback ); bool CanGenerateInventoryImageRgba( void ); void ClearInventoryImageRgba( void ); bool LoadCachedInventoryImage( void ); void SaveInventoryImage( CUtlBuffer &rawImageRgba ); void GenerateCachedInventoryImageName();
static void CleanInventoryImageCacheDir( void );
void FinishLoadCachedInventoryImage( void* pData, int numReadBytes, FSAsyncStatus_t asyncStatus );
enum AsyncFixupState_t { AFS_Init, // Initial state, need to load data
AFS_LoadingInProgress, // Async load kicked-off on job thread
AFS_LoadingDone, // Async load done, data ready for fixup on main thread
AFS_FixupDone, // Data fixed up on main thread
} m_asyncFixupState;
int m_nNumAsyncReadBytes; FSAsyncStatus_t m_asyncStatus; CUtlBuffer m_inventoryImageRgba;
private: static bool m_sbHasCleanedInventoryImageCacheDir;
bool m_bInventoryImageRgbaRequested; bool m_bInventoryImageTriedCache; ImageReadyCallback_t m_pImageReadyCallback; int m_nInventoryImageRgbaWidth; int m_nInventoryImageRgbaHeight;
FSAsyncControl_t m_hAsyncControl;
char m_szCurrentLoadCachedFileName[ MAX_PATH ];
RenderToRTData_t *m_pRenderToRTData; IVTFTexture *m_pScratchVTF; CMergedMDL *m_pRenderToRTMDL; #endif //#if defined(CSTRIKE_CLIENT_DLL)
CUtlVector< stickerMaterialReference_t > m_pStickerMaterials;
// Remove an attribute by name
void RemoveAttribute( const char *pszAttribDefName );
public:
const bool GetCombinedAttributeClassValue( float &flValue, string_t iszAttribClass ) const; // Returns the attribute matching the specified class, carried by this entity, if it exists.
CEconItemAttribute *GetAttributeByClass( const char *szAttribClass ); const CEconItemAttribute *GetAttributeByClass( const char *szAttribClass ) const; // Returns the attribute that matches the attribute def index, if it exists
CEconItemAttribute *GetAttributeByDefIndex( int iAttributeDefIndex ); const CEconItemAttribute *GetAttributeByDefIndex( int iAttributeDefIndex ) const; // Returns the attribute that matches the def name, if it exists
CEconItemAttribute *GetAttributeByName( const char *pszAttribDefName ); const CEconItemAttribute *GetAttributeByName( const char *pszAttribDefName ) const;
// Attribute accessing
int GetNumAttributes( void ) const { return m_AttributeList.GetNumAttributes(); } CEconItemAttribute *GetAttribute( int iIndex ) { return m_AttributeList.GetAttribute( iIndex ); } const CEconItemAttribute *GetAttribute( int iIndex ) const { return m_AttributeList.GetAttribute( iIndex ); } CAttributeList *GetAttributeList( void ) { return m_AttributeList.Get(); } const CAttributeList *GetAttributeList( void ) const { return m_AttributeList.Get(); }
// Items that have attributes that modify their RGB values
int GetModifiedRGBValue( bool bAltColor=false ); int GetCustomPaintKitIndex( void ) const;
const char* GetCustomPaintKitDbgName( void ) const;
// Returns true if subject is a part of this item's collection set and is not yet collected.
bool CanCollect( CEconItemView &subject );
// Returns the UGC file ID of the custom texture assigned to this item. If non-zero, then it has a custom texture.
uint64 GetCustomUserTextureID(); const CPaintKit *GetCustomPaintKit( void ) const;
CEconItem *GetSOCData( void ) const;
bool IsEquipped( void ) const { return GetSOCData() && GetSOCData()->IsEquipped(); } bool IsEquippedForClass( equipped_class_t unClass ) const { return GetSOCData() && GetSOCData()->IsEquippedForClass( unClass ); } void UpdateEquippedState( equipped_class_t unClass, equipped_slot_t unSlot ) { if ( GetSOCData() ) { GetSOCData()->UpdateEquippedState( unClass, unSlot ); } } equipped_slot_t GetEquippedPositionForClass( equipped_class_t unClass ) const { return GetSOCData() ? GetSOCData()->GetEquippedPositionForClass( unClass ) : INVALID_EQUIPPED_SLOT; }
EItemSlot GetSlot( void ) const { return EItemSlotFromName( GetItemDefinition()->GetRawDefinition()->GetString("item_slot") ); }
// Attached particle systems
int GetQualityParticleType();
int GetSkin() const;
#if defined(CSTRIKE_CLIENT_DLL)
IVisualsDataProcessor *GetVisualsDataProcessor( int nIndex ) { return ( nIndex < m_ppVisualsDataProcessors.Count() ) ? m_ppVisualsDataProcessors[ nIndex ] : NULL; } IVisualsDataProcessor *GetVisualsDataProcessorByName( const char* szName ) const;
static CEconItemView * FindOrCreateEconItemViewForItemID( uint64 uiItemId ); #else
typedef CUtlMap< itemid_t, uint64, int, CDefLess< itemid_t > > UtlMapLookupByID_t; static UtlMapLookupByID_t s_mapLookupByID; #endif
#if defined ( GAME_DLL )
void UpdateNetworkedCustomName(); #endif
protected: // Index of the item definition in the item script file.
CNetworkVar( item_definition_index_t, m_iItemDefinitionIndex );
// The quality of this item.
CNetworkVar( int, m_iEntityQuality );
// The level of this item.
CNetworkVar( uint32, m_iEntityLevel );
// The global index of this item, worldwide.
itemid_t m_iItemID; CNetworkVar( uint32, m_iItemIDHigh ); CNetworkVar( uint32, m_iItemIDLow );
// Account ID of the person who has this in their inventory
CNetworkVar( uint32, m_iAccountID );
// Position inside the player's inventory
CNetworkVar( uint32, m_iInventoryPosition );
// This is an alternate source of data, if this item models something that isn't in the SO cache.
CEconItem* m_pNonSOEconItem;
CNetworkVar( bool, m_bInitialized );
#if defined( CLIENT_DLL )
// exist on the client only
bool m_bIsStoreItem; bool m_bIsTradeItem; int m_iEntityQuantity; int m_iRarityOverride; int m_iQualityOverride; uint8 m_unClientFlags; // clients have the ability to force a style on an item view -- this is used for store previews,
// character panels, etc.
style_index_t m_unOverrideStyle;
public: // Return the single-line name of this item.
const wchar_t *GetItemName( bool bUncustomized = false ) const;
// Return the full structure with all of our description lines.
const class CEconItemDescription *GetDescription() const { EnsureDescriptionIsBuilt(); return m_pDescription; }
private: mutable class CEconItemDescription *m_pDescription; mutable char *m_pszGrayedOutReason;
#endif
#if defined(CSTRIKE_CLIENT_DLL)
CUtlVector< IVisualsDataProcessor* > m_ppVisualsDataProcessors; #endif
protected:
#if defined(CLIENT_DLL)
// IClientRenderable
virtual const Vector& GetRenderOrigin( void ) { return vec3_origin; } virtual const QAngle& GetRenderAngles( void ) { return vec3_angle; } virtual bool ShouldDraw( void ) { return false; } virtual bool IsTransparent( void ) { return false;} virtual const matrix3x4_t &RenderableToWorldTransform() { static matrix3x4_t mat; SetIdentityMatrix( mat ); return mat; } virtual void GetRenderBounds( Vector& mins, Vector& maxs ) { return; } #endif
private: CNetworkVarEmbedded( CAttributeList, m_AttributeList ); CNetworkVarEmbedded( CAttributeList, m_NetworkedDynamicAttributesForDemos );
// the above attribute lists store all attributes as floats... since we only have one string attribute
// we're networking it separately instead of doing the work to expand attribute lists to support string attrs.
CNetworkString( m_szCustomName, MAX_ITEM_CUSTOM_NAME_DATABASE_SIZE );
char m_szCustomNameOverride[ MAX_ITEM_CUSTOM_NAME_DATABASE_SIZE ]; GCSDK::CAutoPtr< char > m_autoptrInventoryImageGeneratedPath; };
#endif // ECON_ITEM_CONSTANTS_H
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