/* * * 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. * */ #ifndef ITEMS_H #define ITEMS_H #ifdef _WIN32 #pragma once #endif // constant items #define ITEM_HEALTHKIT 1 #define ITEM_ANTIDOTE 2 #define ITEM_SECURITY 3 #define ITEM_BATTERY 4 #define ITEM_SUIT 5 class CItem: public CBaseEntity { public: CItem(); virtual void Spawn(); virtual CBaseEntity *Respawn(); virtual BOOL MyTouch(CBasePlayer *pPlayer) { return FALSE; } #ifdef HOOK_GAMEDLL void Spawn_(); CBaseEntity *Respawn_(); #endif public: void EXPORT ItemTouch(CBaseEntity *pOther); void EXPORT Materialize(); }; class CWorldItem: public CBaseEntity { public: CWorldItem(); virtual void Spawn(); virtual void KeyValue(KeyValueData *pkvd); #ifdef HOOK_GAMEDLL void Spawn_(); void KeyValue_(KeyValueData *pkvd); #endif public: int m_iType; }; class CItemSuit: public CItem { public: CItemSuit(); virtual void Spawn(); virtual void Precache(); virtual BOOL MyTouch(CBasePlayer *pPlayer); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); BOOL MyTouch_(CBasePlayer *pPlayer); #endif }; class CItemBattery: public CItem { public: CItemBattery(); virtual void Spawn(); virtual void Precache(); virtual BOOL MyTouch(CBasePlayer *pPlayer); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); BOOL MyTouch_(CBasePlayer *pPlayer); #endif }; class CItemAntidote: public CItem { public: CItemAntidote(); virtual void Spawn(); virtual void Precache(); virtual BOOL MyTouch(CBasePlayer *pPlayer); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); BOOL MyTouch_(CBasePlayer *pPlayer); #endif }; class CItemSecurity: public CItem { public: CItemSecurity(); virtual void Spawn(); virtual void Precache(); virtual BOOL MyTouch(CBasePlayer *pPlayer); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); BOOL MyTouch_(CBasePlayer *pPlayer); #endif }; class CItemLongJump: public CItem { public: CItemLongJump(); virtual void Spawn(); virtual void Precache(); virtual BOOL MyTouch(CBasePlayer *pPlayer); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); BOOL MyTouch_(CBasePlayer *pPlayer); #endif }; class CItemKevlar: public CItem { public: CItemKevlar(); virtual void Spawn(); virtual void Precache(); virtual BOOL MyTouch(CBasePlayer *pPlayer); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); BOOL MyTouch_(CBasePlayer *pPlayer); #endif }; class CItemAssaultSuit: public CItem { public: CItemAssaultSuit(); virtual void Spawn(); virtual void Precache(); virtual BOOL MyTouch(CBasePlayer *pPlayer); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); BOOL MyTouch_(CBasePlayer *pPlayer); #endif }; class CItemThighPack: public CItem { public: CItemThighPack(); virtual void Spawn(); virtual void Precache(); virtual BOOL MyTouch(CBasePlayer *pPlayer); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); BOOL MyTouch_(CBasePlayer *pPlayer); #endif }; #endif // ITEMS_H