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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTF HealthKit.
//
//=============================================================================//
#ifndef ENTITY_BONUSPACK_H
#define ENTITY_BONUSPACK_H
#ifdef _WIN32
#pragma once
#endif
#ifdef GAME_DLL
#include "tf_powerup.h"
#include "entity_currencypack.h"
#else
#include "c_entity_currencypack.h"
#endif
#ifdef CLIENT_DLL
#define CBonusPack C_BonusPack
#endif
DECLARE_AUTO_LIST( IBonusPackAutoList );
class CBonusPack
#ifdef GAME_DLL
: public CCurrencyPack
#else
: public C_BaseAnimating
#endif
, public IBonusPackAutoList
{
public:
DECLARE_DATADESC();
#ifdef GAME_DLL
DECLARE_CLASS( CBonusPack, CCurrencyPack );
#else
DECLARE_CLASS( CBonusPack, C_BaseAnimating );
#endif
DECLARE_NETWORKCLASS();
CBonusPack();
virtual void Spawn( void ) OVERRIDE;
virtual void Precache( void ) OVERRIDE;
#ifdef GAME_DLL
virtual bool AffectedByRadiusCollection() const OVERRIDE { return false; }
virtual bool MyTouch( CBasePlayer *pPlayer ) OVERRIDE;
virtual bool ValidTouch( CBasePlayer *pPlayer ) OVERRIDE;
virtual const char *GetDefaultPowerupModel( void ) OVERRIDE
{
return "models/bots/bot_worker/bot_worker_powercore.mdl";
}
private:
void BlinkThink();
int m_nBlinkCount;
float m_flKillTime;
float m_flCanPickupTime;
#endif
};
#endif // ENTITY_BONUSPACK_H
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