Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ITEMS_H
#define ITEMS_H
#ifdef _WIN32
#pragma once
#endif
#include "entityoutput.h"
#include "player_pickup.h"
#include "vphysics/constraints.h"
// Armor given by a battery
#define MAX_NORMAL_BATTERY 100
// Ammo counts given by ammo items
#define SIZE_AMMO_PISTOL 20
#define SIZE_AMMO_PISTOL_LARGE 100
#define SIZE_AMMO_SMG1 45
#define SIZE_AMMO_SMG1_LARGE 225
#define SIZE_AMMO_AR2 20
#define SIZE_AMMO_AR2_LARGE 100
#define SIZE_AMMO_RPG_ROUND 1
#define SIZE_AMMO_SMG1_GRENADE 1
#define SIZE_AMMO_BUCKSHOT 20
#define SIZE_AMMO_357 6
#define SIZE_AMMO_357_LARGE 20
#define SIZE_AMMO_CROSSBOW 6
#define SIZE_AMMO_AR2_ALTFIRE 1
#define SF_ITEM_START_CONSTRAINED 0x00000001
class CItem : public CBaseAnimating, public CDefaultPlayerPickupVPhysics
{
public:
DECLARE_CLASS( CItem, CBaseAnimating );
CItem();
virtual void Spawn( void );
virtual void Precache();
unsigned int PhysicsSolidMaskForEntity( void ) const;
virtual CBaseEntity* Respawn( void );
virtual void ItemTouch( CBaseEntity *pOther );
virtual void Materialize( void );
virtual bool MyTouch( CBasePlayer *pPlayer ) { return false; };
// Become touchable when we are at rest
virtual void OnEntityEvent( EntityEvent_t event, void *pEventData );
// Activate when at rest, but don't allow pickup until then
void ActivateWhenAtRest( float flTime = 0.5f );
// IPlayerPickupVPhysics
virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON );
virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason );
virtual int ObjectCaps() { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE | FCAP_WCEDIT_POSITION; };
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
Vector GetOriginalSpawnOrigin( void ) { return m_vOriginalSpawnOrigin; }
QAngle GetOriginalSpawnAngles( void ) { return m_vOriginalSpawnAngles; }
void SetOriginalSpawnOrigin( const Vector& origin ) { m_vOriginalSpawnOrigin = origin; }
void SetOriginalSpawnAngles( const QAngle& angles ) { m_vOriginalSpawnAngles = angles; }
bool CreateItemVPhysicsObject( void );
virtual bool ItemCanBeTouchedByPlayer( CBasePlayer *pPlayer );
#if defined( HL2MP ) || defined( TF_DLL )
void FallThink( void );
float m_flNextResetCheckTime;
#endif
DECLARE_DATADESC();
protected:
virtual void ComeToRest( void );
bool m_bActivateWhenAtRest;
private:
COutputEvent m_OnPlayerTouch;
COutputEvent m_OnCacheInteraction;
Vector m_vOriginalSpawnOrigin;
QAngle m_vOriginalSpawnAngles;
IPhysicsConstraint *m_pConstraint;
};
#endif // ITEMS_H