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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ITEM_DYNAMIC_RESUPPLY_H
#define ITEM_DYNAMIC_RESUPPLY_H
#ifdef _WIN32
#pragma once
#endif
// Spawnflags
#define SF_DYNAMICRESUPPLY_USE_MASTER 1
#define SF_DYNAMICRESUPPLY_IS_MASTER 2
#define SF_DYNAMICRESUPPLY_ALWAYS_SPAWN 4 // even if the player has met his target
#define SF_DYNAMICRESUPPLY_FALLBACK_TO_VIAL 8 // If we fail to spawn anything, spawn a health vial
#define SF_DYNAMICRESUPPLY_ALTERNATE_MASTER 16 // Don't assume role as master on activate, but don't think either
float DynamicResupply_GetDesiredHealthPercentage( void );
void DynamicResupply_InitFromAlternateMaster( CBaseEntity *pResupply, string_t iszMaster );
#endif // ITEM_DYNAMIC_RESUPPLY_H
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