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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Medic's resupply beacon
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_OBJ_RESUPPLY_H
#define TF_OBJ_RESUPPLY_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_obj.h"
// ------------------------------------------------------------------------ //
// Resupply defines
#define RESUPPLY_NUM_PLAYERS_REFILLED 5 // Number of full resupplies before refill need
// An object is considered covered by a resupply station (for purposes of order creation)
// if it is within this distance of the station.
#define RESUPPLY_COVER_DIST 1500
// ------------------------------------------------------------------------ //
// Resupply object that's built by the player
// ------------------------------------------------------------------------ //
class CObjectResupply : public CBaseObject
{
DECLARE_CLASS( CObjectResupply, CBaseObject );
public:
DECLARE_SERVERCLASS();
CObjectResupply();
static CObjectResupply* Create(const Vector &vOrigin, const QAngle &vAngles);
virtual void Spawn();
virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
virtual void Precache();
virtual void DestroyObject( void );
virtual bool CalculatePlacement( CBaseTFPlayer *pPlayer );
virtual void SetupAttachedVersion( void );
// Resupply
virtual bool ClientCommand( CBaseTFPlayer *pPlayer, const CCommand &args );
virtual void ChangeTeam( int iTeamNum ) OVERRIDE;
virtual bool CanTakeEMPDamage( void ) { return true; }
private:
// Resupply Health
bool ResupplyHealth( CBaseTFPlayer *pPlayer, float flFraction );
};
#endif // TF_OBJ_RESUPPLY_H
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