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-rw-r--r--game/server/tf2/resource_chunk.h52
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diff --git a/game/server/tf2/resource_chunk.h b/game/server/tf2/resource_chunk.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef RESOURCE_CHUNK_H
+#define RESOURCE_CHUNK_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "props.h"
+
+class CResourceZone;
+
+extern ConVar resource_chunk_value;
+extern ConVar resource_chunk_processed_value;
+
+//-----------------------------------------------------------------------------
+// Purpose: A resource chunk that's harvestable by a player
+//-----------------------------------------------------------------------------
+class CResourceChunk : public CBaseProp
+{
+ DECLARE_CLASS( CResourceChunk, CBaseProp );
+public:
+ DECLARE_DATADESC();
+ DECLARE_SERVERCLASS();
+
+ virtual void Spawn( void );
+ virtual void Precache( void );
+ virtual void UpdateOnRemove( void );
+
+ void ChunkTouch( CBaseEntity *pOther );
+ void ChunkRemove( void );
+
+ virtual bool IsStandable( const CBaseEntity *pStander ) { return true; } // can pStander stand on this entity?
+ virtual bool IsProcessed( void ) { return m_bIsProcessed; };
+
+ float GetResourceValue( void );
+
+ static CResourceChunk *Create( bool bProcessed, const Vector &vecOrigin, const Vector &vecVelocity );
+
+public:
+ CHandle<CResourceZone> m_hZone;
+ bool m_bIsProcessed;
+ bool m_bBeingCollected;
+};
+
+#endif // RESOURCE_CHUNK_H