mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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82d49fdcb6
Fix: using CCSPlayer::RemovePlayerItem removal of the primary slot later was impossible to pick up armoury_entity. Fix: Do was not pack all bpammo of the item with flag ITEM_FLAG_EXHAUSTIBLE (always only 0 or 1)
262 lines
5.1 KiB
C++
262 lines
5.1 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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#pragma once
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#define DEFINE_ITEMINFO(id, classname)\
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{ 0, 0, "", 0, "", 0, classname, 0, id, 0, 0 }
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enum ItemRestType
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{
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ITEM_TYPE_BUYING, // when a player buying items
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ITEM_TYPE_TOUCHED, // when the player touches with a weaponbox or armoury_entity
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ITEM_TYPE_EQUIPPED // when a entity game_player_equip gives item to player or default item's on player spawn
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};
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// constant items
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enum ItemID
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{
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ITEM_NONE = -1,
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ITEM_SHIELDGUN,
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ITEM_P228,
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ITEM_GLOCK,
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ITEM_SCOUT,
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ITEM_HEGRENADE,
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ITEM_XM1014,
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ITEM_C4,
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ITEM_MAC10,
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ITEM_AUG,
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ITEM_SMOKEGRENADE,
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ITEM_ELITE,
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ITEM_FIVESEVEN,
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ITEM_UMP45,
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ITEM_SG550,
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ITEM_GALIL,
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ITEM_FAMAS,
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ITEM_USP,
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ITEM_GLOCK18,
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ITEM_AWP,
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ITEM_MP5N,
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ITEM_M249,
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ITEM_M3,
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ITEM_M4A1,
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ITEM_TMP,
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ITEM_G3SG1,
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ITEM_FLASHBANG,
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ITEM_DEAGLE,
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ITEM_SG552,
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ITEM_AK47,
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ITEM_KNIFE,
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ITEM_P90,
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ITEM_NVG,
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ITEM_DEFUSEKIT,
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ITEM_KEVLAR,
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ITEM_ASSAULT,
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ITEM_LONGJUMP,
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ITEM_SODACAN,
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ITEM_HEALTHKIT,
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ITEM_ANTIDOTE,
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ITEM_SECURITY,
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ITEM_BATTERY,
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ITEM_SUIT
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};
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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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ItemID 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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ItemID GetItemIdByName(const char *pszName);
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ItemID GetItemIdByArmoury(ArmouryItemPack armoury);
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