ReGameDLL_CS/regamedll/dlls/revert_saved.h
s1lentq 48ec89893a Reverse Hostages cs 1.6, SV_StudioSetupBones
Added project build mp.dll/cs.so
work final the reverse-engineering for CS 1.6
2015-12-06 01:58:53 +06:00

101 lines
2.7 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.
*
*/
#ifndef REVERT_SAVED_H
#define REVERT_SAVED_H
#ifdef _WIN32
#pragma once
#endif
/* <14f018> ../cstrike/dlls/player.cpp:9446 */
class CRevertSaved: public CPointEntity
{
public:
void KeyValue(KeyValueData *pkvd);
int Save(CSave &save);
int Restore(CRestore &restore);
void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
public:
void EXPORT MessageThink(void);
void EXPORT LoadThink(void);
public:
float Duration(void)
{
return pev->dmg_take;
}
float HoldTime(void)
{
return pev->dmg_save;
}
float MessageTime(void)
{
return m_messageTime;
}
float LoadTime(void)
{
return m_loadTime;
}
void SetDuration(float duration)
{
pev->dmg_take = duration;
}
void SetHoldTime(float hold)
{
pev->dmg_save = hold;
}
void SetMessageTime(float time)
{
m_messageTime = time;
}
void SetLoadTime(float time)
{
m_loadTime = time;
}
public:
static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[2];
public:
float m_messageTime;
float m_loadTime;
};/* size: 160, cachelines: 3, members: 4 */
#endif // REVERT_SAVED_H