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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Headers and defines for Autobuy and Rebuy
+//
+//=============================================================================//
+
+/**
+ * Weapon classes as used by the AutoBuy
+ * Has to be different that the previous ones because these are bitmasked values as a weapon can be from
+ * more than one class. This also includes all the classes of equipment that a player can buy.
+ */
+enum AutoBuyClassType
+{
+ AUTOBUYCLASS_PRIMARY = 1,
+ AUTOBUYCLASS_SECONDARY = 2,
+ AUTOBUYCLASS_AMMO = 4,
+ AUTOBUYCLASS_ARMOR = 8,
+ AUTOBUYCLASS_DEFUSER = 16,
+ AUTOBUYCLASS_PISTOL = 32,
+ AUTOBUYCLASS_SMG = 64,
+ AUTOBUYCLASS_RIFLE = 128,
+ AUTOBUYCLASS_SNIPERRIFLE = 256,
+ AUTOBUYCLASS_SHOTGUN = 512,
+ AUTOBUYCLASS_MACHINEGUN = 1024,
+ AUTOBUYCLASS_GRENADE = 2048,
+ AUTOBUYCLASS_NIGHTVISION = 4096,
+ AUTOBUYCLASS_SHIELD = 8192,
+};
+
+struct AutoBuyInfoStruct
+{
+ AutoBuyClassType m_class;
+ const char *m_command;
+ const char *m_classname;
+};
+
+struct RebuyStruct
+{
+ char m_szPrimaryWeapon[64]; //"weapon_" string of the primary weapon
+ char m_szSecondaryWeapon[64]; //"weapon_" string of the secondary weapon
+
+ int m_primaryAmmo; // number of rounds the player had (not including rounds in the gun)
+ int m_secondaryAmmo; // number of rounds the player had (not including rounds in the gun)
+ int m_heGrenade; // number of grenades to buy
+ int m_flashbang; // number of grenades to buy
+ int m_smokeGrenade; // number of grenades to buy
+ int m_armor; // 0, 1, or 2 (0 = none, 1 = vest, 2 = vest + helmet)
+
+ bool m_defuser; // do we want a defuser
+ bool m_nightVision; // do we want night vision
+};
+
+extern AutoBuyInfoStruct g_autoBuyInfo[];