//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======// // // Purpose: CTF AmmoPack. // //=============================================================================// #ifndef TF_POWERUP_H #define TF_POWERUP_H #ifdef _WIN32 #pragma once #endif #include "items.h" enum powerupsize_t { POWERUP_SMALL, POWERUP_MEDIUM, POWERUP_FULL, POWERUP_SIZES, }; extern float PackRatios[POWERUP_SIZES]; //============================================================================= // // CTF Powerup class. // class CTFPowerup : public CItem { public: DECLARE_CLASS( CTFPowerup, CItem ); CTFPowerup(); void Spawn( void ); CBaseEntity* Respawn( void ); void Materialize( void ); virtual bool ValidTouch( CBasePlayer *pPlayer ); virtual bool MyTouch( CBasePlayer *pPlayer ); bool IsDisabled( void ); void SetDisabled( bool bDisabled ); virtual float GetRespawnDelay( void ) { return g_pGameRules->FlItemRespawnTime( this ); } // Input handlers void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); void InputToggle( inputdata_t &inputdata ); virtual powerupsize_t GetPowerupSize( void ) { return POWERUP_FULL; } private: bool m_bDisabled; bool m_bRespawning; DECLARE_DATADESC(); }; #endif // TF_POWERUP_H