ReGameDLL_CS/regamedll/dlls/items.h

225 lines
4.3 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 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