Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2003, Valve LLC, All rights reserved. ============
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "cstrike15_item_system.h"
#include "cstrike15_item_inventory.h"
#include "econ_item_inventory.h"
//-----------------------------------------------------------------------------
// Purpose: Generate the base item for a class's loadout slot
//-----------------------------------------------------------------------------
int CCStrike15ItemSystem::GenerateBaseItem( baseitemcriteria_t *pCriteria ) { Assert( ( pCriteria->iClass != 0 ) || ( pCriteria->iSlot == LOADOUT_POSITION_MUSICKIT ) ); Assert( pCriteria->iSlot != LOADOUT_POSITION_INVALID );
// Some slots don't have base items (i.e. were added after launch)
if ( !SlotContainsBaseItems( pCriteria->iSlot ) ) return INVALID_ITEM_INDEX;
CItemSelectionCriteria criteria; criteria.SetQuality( AE_NORMAL ); criteria.SetRarity( 1 ); criteria.SetItemLevel( 1 ); criteria.BAddCondition( "baseitem", k_EOperator_String_EQ, "1", true ); criteria.BAddCondition( "default_slot_item", k_EOperator_String_EQ, "1", true ); criteria.SetExplicitQualityMatch( true ); CSInventoryManager()->AddBaseItemCriteria( pCriteria, &criteria ); int iChosenItem = GenerateRandomItem( &criteria, NULL ); return iChosenItem; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCStrike15ItemSystem *CStrike15ItemSystem( void ) { CEconItemSystem *pItemSystem = ItemSystem(); Assert( dynamic_cast<CCStrike15ItemSystem *>( pItemSystem ) != NULL ); return (CCStrike15ItemSystem *)pItemSystem; }
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