ReGameDLL_CS/regamedll/dlls/items.h
2020-06-17 23:42:40 +07:00

179 lines
3.9 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#define DEFINE_ITEMINFO(id, classname)\
{ 0, 0, "", 0, "", 0, classname, 0, id, 0, 0 }
enum ItemRestType
{
ITEM_TYPE_BUYING, // When a player is buying items
ITEM_TYPE_TOUCHED, // When the player touches with a weaponbox or armoury_entity
ITEM_TYPE_EQUIPPED // When an entity game_player_equip gives item to player or default items on player spawn
};
// constant items
#define ITEM_ID_ANTIDOTE 2
#define ITEM_ID_SECURITY 3
enum ItemID
{
ITEM_NONE = -1,
ITEM_SHIELDGUN,
ITEM_P228,
ITEM_GLOCK,
ITEM_SCOUT,
ITEM_HEGRENADE,
ITEM_XM1014,
ITEM_C4,
ITEM_MAC10,
ITEM_AUG,
ITEM_SMOKEGRENADE,
ITEM_ELITE,
ITEM_FIVESEVEN,
ITEM_UMP45,
ITEM_SG550,
ITEM_GALIL,
ITEM_FAMAS,
ITEM_USP,
ITEM_GLOCK18,
ITEM_AWP,
ITEM_MP5N,
ITEM_M249,
ITEM_M3,
ITEM_M4A1,
ITEM_TMP,
ITEM_G3SG1,
ITEM_FLASHBANG,
ITEM_DEAGLE,
ITEM_SG552,
ITEM_AK47,
ITEM_KNIFE,
ITEM_P90,
ITEM_NVG,
ITEM_DEFUSEKIT,
ITEM_KEVLAR,
ITEM_ASSAULT,
ITEM_LONGJUMP,
ITEM_SODACAN,
ITEM_HEALTHKIT,
ITEM_ANTIDOTE,
ITEM_BATTERY
};
class CItem: public CBaseEntity
{
public:
virtual void Spawn();
virtual CBaseEntity *Respawn();
virtual BOOL MyTouch(CBasePlayer *pPlayer) { return FALSE; }
public:
void EXPORT ItemTouch(CBaseEntity *pOther);
void EXPORT Materialize();
};
class CWorldItem: public CBaseEntity
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
public:
int m_iType;
};
class CItemSuit: public CItem
{
public:
virtual void Spawn();
virtual void Precache();
virtual BOOL MyTouch(CBasePlayer *pPlayer);
};
class CItemBattery: public CItem
{
public:
virtual void Spawn();
virtual void Precache();
virtual BOOL MyTouch(CBasePlayer *pPlayer);
};
class CItemAntidote: public CItem
{
public:
virtual void Spawn();
virtual void Precache();
virtual BOOL MyTouch(CBasePlayer *pPlayer);
};
class CItemSecurity: public CItem
{
public:
virtual void Spawn();
virtual void Precache();
virtual BOOL MyTouch(CBasePlayer *pPlayer);
};
class CItemLongJump: public CItem
{
public:
virtual void Spawn();
virtual void Precache();
virtual BOOL MyTouch(CBasePlayer *pPlayer);
};
class CItemKevlar: public CItem
{
public:
virtual void Spawn();
virtual void Precache();
virtual BOOL MyTouch(CBasePlayer *pPlayer);
};
class CItemAssaultSuit: public CItem
{
public:
virtual void Spawn();
virtual void Precache();
virtual BOOL MyTouch(CBasePlayer *pPlayer);
};
class CItemThighPack: public CItem
{
public:
virtual void Spawn();
virtual void Precache();
virtual BOOL MyTouch(CBasePlayer *pPlayer);
};
ItemID GetItemIdByName(const char *pszName);
ItemID GetItemIdByArmoury(ArmouryItemPack armoury);
ItemID GetItemIdByWeaponId(int weaponId);