mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
3d252fe527
Fixed some critical bugs and typos (carrer_task, tutor, zbot and other) Added command line option `-bots` to run bots in CS 1.6 Removed the tests demo record/player from myself the project and also dependency of the steam library. Fixed the progress bar when generating a nav file.
215 lines
4.2 KiB
C++
215 lines
4.2 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef ITEMS_H
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#define ITEMS_H
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#ifdef _WIN32
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#pragma once
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#endif
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// constant items
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#define ITEM_HEALTHKIT 1
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#define ITEM_ANTIDOTE 2
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#define ITEM_SECURITY 3
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#define ITEM_BATTERY 4
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#define ITEM_SUIT 5
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class CItem: public CBaseEntity
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{
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public:
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virtual void Spawn();
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virtual CBaseEntity *Respawn();
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virtual BOOL MyTouch(CBasePlayer *pPlayer) { return FALSE; }
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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CBaseEntity *Respawn_();
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#endif
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public:
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void EXPORT ItemTouch(CBaseEntity *pOther);
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void EXPORT Materialize();
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};
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class CWorldItem: public CBaseEntity
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{
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public:
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virtual void Spawn();
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virtual void KeyValue(KeyValueData *pkvd);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void KeyValue_(KeyValueData *pkvd);
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#endif
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public:
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int m_iType;
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};
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class CItemSuit: public CItem
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{
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public:
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virtual void Spawn();
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virtual void Precache();
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virtual BOOL MyTouch(CBasePlayer *pPlayer);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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BOOL MyTouch_(CBasePlayer *pPlayer);
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#endif
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};
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class CItemBattery: public CItem
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{
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public:
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virtual void Spawn();
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virtual void Precache();
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virtual BOOL MyTouch(CBasePlayer *pPlayer);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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BOOL MyTouch_(CBasePlayer *pPlayer);
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#endif
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};
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class CItemAntidote: public CItem
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{
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public:
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virtual void Spawn();
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virtual void Precache();
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virtual BOOL MyTouch(CBasePlayer *pPlayer);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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BOOL MyTouch_(CBasePlayer *pPlayer);
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#endif
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};
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class CItemSecurity: public CItem
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{
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public:
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virtual void Spawn();
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virtual void Precache();
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virtual BOOL MyTouch(CBasePlayer *pPlayer);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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BOOL MyTouch_(CBasePlayer *pPlayer);
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#endif
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};
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class CItemLongJump: public CItem
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{
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public:
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virtual void Spawn();
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virtual void Precache();
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virtual BOOL MyTouch(CBasePlayer *pPlayer);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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BOOL MyTouch_(CBasePlayer *pPlayer);
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#endif
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};
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class CItemKevlar: public CItem
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{
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public:
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virtual void Spawn();
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virtual void Precache();
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virtual BOOL MyTouch(CBasePlayer *pPlayer);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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BOOL MyTouch_(CBasePlayer *pPlayer);
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#endif
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};
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class CItemAssaultSuit: public CItem
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{
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public:
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virtual void Spawn();
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virtual void Precache();
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virtual BOOL MyTouch(CBasePlayer *pPlayer);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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BOOL MyTouch_(CBasePlayer *pPlayer);
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#endif
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};
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class CItemThighPack: public CItem
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{
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public:
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virtual void Spawn();
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virtual void Precache();
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virtual BOOL MyTouch(CBasePlayer *pPlayer);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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BOOL MyTouch_(CBasePlayer *pPlayer);
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#endif
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};
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#endif // ITEMS_H
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