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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
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