//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef ITEMS_H #define ITEMS_H #ifdef _WIN32 #pragma once #endif #include "entityoutput.h" #include "player_pickup.h" #include "vphysics/constraints.h" // Armor given by a battery #define MAX_NORMAL_BATTERY 100 // Ammo counts given by ammo items #define SIZE_AMMO_PISTOL 20 #define SIZE_AMMO_PISTOL_LARGE 100 #define SIZE_AMMO_SMG1 45 #define SIZE_AMMO_SMG1_LARGE 225 #define SIZE_AMMO_AR2 20 #define SIZE_AMMO_AR2_LARGE 100 #define SIZE_AMMO_RPG_ROUND 1 #define SIZE_AMMO_SMG1_GRENADE 1 #define SIZE_AMMO_BUCKSHOT 20 #define SIZE_AMMO_357 6 #define SIZE_AMMO_357_LARGE 20 #define SIZE_AMMO_CROSSBOW 6 #define SIZE_AMMO_AR2_ALTFIRE 1 #define SF_ITEM_START_CONSTRAINED 0x00000001 class CItem : public CBaseAnimating, public CDefaultPlayerPickupVPhysics { public: DECLARE_CLASS(CItem, CBaseAnimating); CItem(); virtual void Spawn(void); virtual void Precache(); unsigned int PhysicsSolidMaskForEntity(void) const; virtual CBaseEntity *Respawn(void); virtual void ItemTouch(CBaseEntity *pOther); virtual void Materialize(void); virtual bool MyTouch(CBasePlayer *pPlayer) { return false; }; // Become touchable when we are at rest virtual void OnEntityEvent(EntityEvent_t event, void *pEventData); // Activate when at rest, but don't allow pickup until then void ActivateWhenAtRest(float flTime = 0.5f); // IPlayerPickupVPhysics virtual void OnPhysGunPickup(CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON); virtual void OnPhysGunDrop(CBasePlayer *pPhysGunUser, PhysGunDrop_t reason); virtual int ObjectCaps() { return BaseClass::ObjectCaps() | FCAP_IMPULSE_USE | FCAP_WCEDIT_POSITION; }; virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); Vector GetOriginalSpawnOrigin(void) { return m_vOriginalSpawnOrigin; } QAngle GetOriginalSpawnAngles(void) { return m_vOriginalSpawnAngles; } void SetOriginalSpawnOrigin(const Vector &origin) { m_vOriginalSpawnOrigin = origin; } void SetOriginalSpawnAngles(const QAngle &angles) { m_vOriginalSpawnAngles = angles; } bool CreateItemVPhysicsObject(void); virtual bool ItemCanBeTouchedByPlayer(CBasePlayer *pPlayer); #if defined(HL2MP) || defined(TF_DLL) void FallThink(void); float m_flNextResetCheckTime; #endif DECLARE_DATADESC(); protected: virtual void ComeToRest(void); bool m_bActivateWhenAtRest; private: COutputEvent m_OnPlayerTouch; COutputEvent m_OnCacheInteraction; Vector m_vOriginalSpawnOrigin; QAngle m_vOriginalSpawnAngles; IPhysicsConstraint *m_pConstraint; }; #endif // ITEMS_H