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;
}