Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTF HealthKit.
//
//=============================================================================//
#ifndef ENTITY_BONUSPACK_H
#define ENTITY_BONUSPACK_H
#ifdef _WIN32
#pragma once
#endif
#ifdef GAME_DLL
#include "tf_powerup.h"
#include "entity_currencypack.h"
#else
#include "c_entity_currencypack.h"
#endif
#ifdef CLIENT_DLL
#define CBonusPack C_BonusPack
#endif
DECLARE_AUTO_LIST( IBonusPackAutoList );
class CBonusPack #ifdef GAME_DLL
: public CCurrencyPack #else
: public C_BaseAnimating #endif
, public IBonusPackAutoList { public: DECLARE_DATADESC(); #ifdef GAME_DLL
DECLARE_CLASS( CBonusPack, CCurrencyPack ); #else
DECLARE_CLASS( CBonusPack, C_BaseAnimating ); #endif
DECLARE_NETWORKCLASS();
CBonusPack();
virtual void Spawn( void ) OVERRIDE; virtual void Precache( void ) OVERRIDE; #ifdef GAME_DLL
virtual bool AffectedByRadiusCollection() const OVERRIDE { return false; } virtual bool MyTouch( CBasePlayer *pPlayer ) OVERRIDE; virtual bool ValidTouch( CBasePlayer *pPlayer ) OVERRIDE;
virtual const char *GetDefaultPowerupModel( void ) OVERRIDE { return "models/bots/bot_worker/bot_worker_powercore.mdl"; }
private:
void BlinkThink(); int m_nBlinkCount; float m_flKillTime; float m_flCanPickupTime; #endif
};
#endif // ENTITY_BONUSPACK_H
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