mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-30 16:45:51 +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.
650 lines
16 KiB
C++
650 lines
16 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 EFFECTS_H
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#define EFFECTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define SF_BEAM_STARTON 0x0001
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#define SF_BEAM_TOGGLE 0x0002
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#define SF_BEAM_RANDOM 0x0004
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#define SF_BEAM_RING 0x0008
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#define SF_BEAM_SPARKSTART 0x0010
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#define SF_BEAM_SPARKEND 0x0020
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#define SF_BEAM_DECALS 0x0040
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#define SF_BEAM_SHADEIN 0x0080
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#define SF_BEAM_SHADEOUT 0x0100
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#define SF_BEAM_TEMPORARY 0x8000
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#define SF_GIBSHOOTER_REPEATABLE 1
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#define SF_FUNNEL_REVERSE 1
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#define SF_BUBBLES_STARTOFF 0x0001
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#define SF_BLOOD_RANDOM 0x0001
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#define SF_BLOOD_STREAM 0x0002
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#define SF_BLOOD_PLAYER 0x0004
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#define SF_BLOOD_DECAL 0x0008
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#define SF_SHAKE_EVERYONE 0x0001
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#define SF_SHAKE_DISRUPT 0x0002
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#define SF_SHAKE_INAIR 0x0004
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#define SF_FADE_IN 0x0001
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#define SF_FADE_MODULATE 0x0002
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#define SF_FADE_ONLYONE 0x0004
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#define SF_SPRITE_STARTON 0x0001
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#define SF_SPRITE_ONCE 0x0002
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#define SF_SPRITE_TEMPORARY 0x8000
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#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
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#define SF_MESSAGE_ALL 0x0002 // Send to all clients
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class CSprite: public CPointEntity
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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 void Restart();
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual int ObjectCaps()
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{
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int flags = 0;
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if (pev->spawnflags & SF_SPRITE_TEMPORARY)
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flags = FCAP_DONT_SAVE;
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return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
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}
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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void Restart_();
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif
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public:
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void EXPORT AnimateThink();
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void EXPORT ExpandThink();
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void Animate(float frames);
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void Expand(float scaleSpeed, float fadeSpeed);
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void SpriteInit(const char *pSpriteName, const Vector &origin);
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void SetAttachment(edict_t *pEntity, int attachment)
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{
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if (pEntity != NULL)
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{
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pev->skin = ENTINDEX(pEntity);
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pev->body = attachment;
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pev->aiment = pEntity;
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pev->movetype = MOVETYPE_FOLLOW;
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}
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}
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void TurnOff();
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void TurnOn();
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float Frames() const { return m_maxFrame; }
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void SetTransparency(int rendermode, int r, int g, int b, int a, int fx)
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{
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pev->rendermode = rendermode;
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pev->rendercolor.x = r;
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pev->rendercolor.y = g;
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pev->rendercolor.z = b;
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pev->renderamt = a;
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pev->renderfx = fx;
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}
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void SetTexture(int spriteIndex) { pev->modelindex = spriteIndex; }
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void SetScale(float scale) { pev->scale = scale; }
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void SetColor(int r, int g, int b) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
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void SetBrightness(int brightness) { pev->renderamt = brightness; }
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void AnimateAndDie(float_precision framerate)
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{
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SetThink(&CSprite::AnimateUntilDead);
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pev->framerate = framerate;
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pev->dmgtime = gpGlobals->time + (m_maxFrame / framerate);
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pev->nextthink = gpGlobals->time;
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}
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void EXPORT AnimateUntilDead();
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static CSprite *SpriteCreate(const char *pSpriteName, const Vector &origin, BOOL animate);
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static TYPEDESCRIPTION IMPL(m_SaveData)[2];
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private:
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float m_lastTime;
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float m_maxFrame;
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};
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class CBeam: public CBaseEntity
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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 int ObjectCaps()
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{
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int flags = 0;
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if (pev->spawnflags & SF_BEAM_TEMPORARY)
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flags = FCAP_DONT_SAVE;
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return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
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}
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virtual Vector Center() { return (GetStartPos() + GetEndPos()) * 0.5f; }
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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#endif
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public:
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void EXPORT TriggerTouch(CBaseEntity *pOther);
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void SetType(int type) { pev->rendermode = (pev->rendermode & 0xF0) | (type & 0x0F); }
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void SetFlags(int flags) { pev->rendermode = (pev->rendermode & 0x0F) | (flags & 0xF0); }
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void SetStartPos(const Vector &pos) { pev->origin = pos; }
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void SetEndPos(const Vector &pos) { pev->angles = pos; }
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void SetStartEntity(int entityIndex);
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void SetEndEntity(int entityIndex);
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void SetStartAttachment(int attachment) { pev->sequence = (pev->sequence & 0x0FFF) | ((attachment & 0xF) << 12); }
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void SetEndAttachment(int attachment) { pev->skin = (pev->skin & 0x0FFF) | ((attachment & 0xF) << 12); }
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void SetTexture(int spriteIndex) { pev->modelindex = spriteIndex; }
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void SetWidth(int width) { pev->scale = width; }
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void SetNoise(int amplitude) { pev->body = amplitude; }
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void SetColor(int r, int g, int b) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
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void SetBrightness(int brightness) { pev->renderamt = brightness; }
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void SetFrame(float frame) { pev->frame = frame; }
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void SetScrollRate(int speed) { pev->animtime = speed; }
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int GetType() const { return pev->rendermode & 0x0F; }
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int GetFlags() const { return pev->rendermode & 0xF0; }
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int GetStartEntity() const { return pev->sequence & 0xFFF; }
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int GetEndEntity() const { return pev->skin & 0xFFF; }
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const Vector &GetStartPos();
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const Vector &GetEndPos();
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int GetTexture() const { return pev->modelindex; }
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int GetWidth() const { return pev->scale; }
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int GetNoise() const { return pev->body; }
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int GetBrightness() const { return pev->renderamt; }
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int GetFrame() const { return pev->frame; }
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int GetScrollRate() const { return pev->animtime; }
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void RelinkBeam();
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void DoSparks(const Vector &start, const Vector &end);
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CBaseEntity *RandomTargetname(const char *szName);
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void BeamDamage(TraceResult *ptr);
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void BeamInit(const char *pSpriteName, int width);
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void PointsInit(const Vector &start, const Vector &end);
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void PointEntInit(const Vector &start, int endIndex);
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void EntsInit(int startIndex, int endIndex);
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void HoseInit(const Vector &start, const Vector &direction);
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static CBeam *BeamCreate(const char *pSpriteName, int width);
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void LiveForTime(float time)
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{
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SetThink(&CBeam::SUB_Remove);
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pev->nextthink = gpGlobals->time + time;
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}
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void BeamDamageInstant(TraceResult *ptr, float damage)
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{
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pev->dmg = damage;
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pev->dmgtime = gpGlobals->time - 1;
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BeamDamage(ptr);
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}
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};
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class CLaser: public CBeam
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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 void KeyValue(KeyValueData *pkvd);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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void KeyValue_(KeyValueData *pkvd);
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif
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public:
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void TurnOn();
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void TurnOff();
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int IsOn();
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void FireAtPoint(TraceResult &point);
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void EXPORT StrikeThink();
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public:
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static TYPEDESCRIPTION IMPL(m_SaveData)[3];
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CSprite *m_pSprite;
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int m_iszSpriteName;
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Vector m_firePosition;
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};
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class CBubbling: public CBaseEntity
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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 void KeyValue(KeyValueData *pkvd);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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void KeyValue_(KeyValueData *pkvd);
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif
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public:
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void EXPORT FizzThink();
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public:
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static TYPEDESCRIPTION IMPL(m_SaveData)[3];
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int m_density;
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int m_frequency;
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int m_bubbleModel;
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int m_state;
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};
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class CLightning: public CBeam
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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 void KeyValue(KeyValueData *pkvd);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual void Activate();
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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void KeyValue_(KeyValueData *pkvd);
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void Activate_();
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#endif
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public:
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void EXPORT StrikeThink();
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void EXPORT DamageThink();
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void RandomArea();
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void RandomPoint(Vector &vecSrc);
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void Zap(const Vector &vecSrc, const Vector &vecDest);
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void EXPORT StrikeUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void EXPORT ToggleUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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inline BOOL ServerSide() const
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{
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if (!m_life && !(pev->spawnflags & SF_BEAM_RING))
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return TRUE;
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return FALSE;
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}
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void BeamUpdateVars();
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public:
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static TYPEDESCRIPTION IMPL(m_SaveData)[13];
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int m_active;
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int m_iszStartEntity;
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int m_iszEndEntity;
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float m_life;
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int m_boltWidth;
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int m_noiseAmplitude;
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int m_brightness;
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int m_speed;
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float m_restrike;
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int m_spriteTexture;
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int m_iszSpriteName;
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int m_frameStart;
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float m_radius;
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};
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class CGlow: public CPointEntity
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{
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public:
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virtual void Spawn();
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual void Think();
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void Think_();
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#endif
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void Animate(float frames);
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public:
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static TYPEDESCRIPTION IMPL(m_SaveData)[2];
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float m_lastTime;
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float m_maxFrame;
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};
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class CBombGlow: public CSprite
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{
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public:
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virtual void Spawn();
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virtual void Think();
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Think_();
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#endif
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public:
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float m_lastTime;
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float m_tmBeepPeriod;
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bool m_bSetModel;
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};
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class CGibShooter: public CBaseDelay
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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 void KeyValue(KeyValueData *pkvd);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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virtual CGib *CreateGib();
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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void KeyValue_(KeyValueData *pkvd);
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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CGib *CreateGib_();
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#endif
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public:
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void EXPORT ShootThink();
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public:
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static TYPEDESCRIPTION IMPL(m_SaveData)[7];
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int m_iGibs;
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int m_iGibCapacity;
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int m_iGibMaterial;
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int m_iGibModelIndex;
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float m_flGibVelocity;
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float m_flVariance;
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float m_flGibLife;
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};
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class CEnvShooter: public CGibShooter
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{
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public:
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virtual void Precache();
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virtual void KeyValue(KeyValueData *pkvd);
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virtual CGib *CreateGib();
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#ifdef HOOK_GAMEDLL
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void Precache_();
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void KeyValue_(KeyValueData *pkvd);
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CGib *CreateGib_();
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#endif
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};
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#define MAX_BEAM 24
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class CTestEffect: public CBaseDelay
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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 void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif
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public:
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void EXPORT TestThink();
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public:
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int m_iLoop;
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int m_iBeam;
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CBeam *m_pBeam[ MAX_BEAM ];
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float m_flBeamTime[ MAX_BEAM ];
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float m_flStartTime;
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};
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class CBlood: public CPointEntity
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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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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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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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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif
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public:
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int Color() const { return pev->impulse; }
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float BloodAmount() const { return pev->dmg; }
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void SetColor(int color) { pev->impulse = color; }
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void SetBloodAmount(float amount) { pev->dmg = amount; }
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public:
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Vector Direction();
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Vector BloodPosition(CBaseEntity *pActivator);
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};
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class CShake: public CPointEntity
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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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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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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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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif
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public:
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float Amplitude() const { return pev->scale; }
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float Frequency() const { return pev->dmg_save; }
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float Duration() const { return pev->dmg_take; }
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float Radius() const { return pev->dmg; }
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void SetAmplitude(float amplitude) { pev->scale = amplitude; }
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void SetFrequency(float frequency) { pev->dmg_save = frequency; }
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void SetDuration(float duration) { pev->dmg_take = duration; }
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void SetRadius(float radius) { pev->dmg = radius; }
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};
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class CFade: public CPointEntity
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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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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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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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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif
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public:
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float Duration() const { return pev->dmg_take; }
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float HoldTime() const { return pev->dmg_save; }
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void SetDuration(float duration) { pev->dmg_take = duration; }
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void SetHoldTime(float hold) { pev->dmg_save = hold; }
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};
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class CMessage: public CPointEntity
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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 void KeyValue(KeyValueData *pkvd);
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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void KeyValue_(KeyValueData *pkvd);
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif
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};
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class CEnvFunnel: public CBaseDelay
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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 void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef HOOK_GAMEDLL
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|
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void Spawn_();
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void Precache_();
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif
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public:
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int m_iSprite;
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};
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class CEnvBeverage: public CBaseDelay
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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 void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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|
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#ifdef HOOK_GAMEDLL
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|
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void Spawn_();
|
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void Precache_();
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif
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};
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class CItemSoda: public CBaseEntity
|
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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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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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#endif
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public:
|
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void EXPORT CanThink();
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void EXPORT CanTouch(CBaseEntity *pOther);
|
|
};
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int IsPointEntity(CBaseEntity *pEnt);
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#endif // EFFECTS_H
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