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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef TF_AMMO_PACK_H
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#define TF_AMMO_PACK_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "items.h"
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typedef enum
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{
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AP_NORMAL = 0,
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AP_HALLOWEEN,
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AP_CHRISTMAS,
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} AmmoPackType_t;
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class CTFAmmoPack : public CItem
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{
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public:
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DECLARE_CLASS( CTFAmmoPack, CItem );
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DECLARE_SERVERCLASS();
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CTFAmmoPack()
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{
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m_PackType = AP_NORMAL;
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}
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virtual void Spawn();
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virtual void Precache();
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void EXPORT DropSoundThink( void );
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void EXPORT FlyThink( void );
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void EXPORT PackTouch( CBaseEntity *pOther );
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void InitWeaponDrop( CTFPlayer *pPlayer, CTFWeaponBase *pWeapon, int nSkin, bool bEmpty, bool bIsSuicide );
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
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int GiveAmmo( int iCount, int iAmmoType );
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void MakeEmptyPack( void ) { m_bEmptyPack = true; }
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void MakeHolidayPack( void );
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void SetBonusScale( float flBonusScale = 1.f );
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void SetPickupThinkTime( float flNewThinkTime );
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static CTFAmmoPack *Create( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner, const char *pszModelName );
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float GetCreationTime( void ) { return m_flCreationTime; }
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void SetInitialVelocity( Vector &vecVelocity );
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void SetHealthInstead( bool bHealth ) { m_bHealthInstead = bHealth; }
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const char* MakeHolidayAmmoPack( const char* inModelName, CBaseEntity *pOwner, const CTakeDamageInfo &info );
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bool m_bObjGib;
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private:
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int m_iAmmo[TF_AMMO_COUNT];
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float m_flCreationTime;
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bool m_bEmptyPack; // If true, the pack gives nothing when picked up.
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bool m_bHealthInstead; // If true, the pack gives health instead of ammo
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bool m_bAllowOwnerPickup;
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bool m_bNoPickup;
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float m_flBonusScale;
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AmmoPackType_t m_PackType;
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CNetworkVector( m_vecInitialVelocity );
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private:
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CTFAmmoPack( const CTFAmmoPack & );
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DECLARE_DATADESC();
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};
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#endif //TF_AMMO_PACK_H
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