Moved class item_pickup definition to a higher scope, so the weapons

can manipulate pickup related things within their own source file.
This commit is contained in:
Marco Cawthorne 2020-05-02 01:00:27 +02:00
parent 9fec86e295
commit af7820def4
7 changed files with 35 additions and 15 deletions

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@ -16,6 +16,7 @@
#include "gamerules.h"
#include "money.h"
#include "../valve/items.h"
var int g_cstrike_buying = 0;
var float g_cstrike_bombradius = 500;

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@ -16,3 +16,4 @@
#include "../valve/gamerules.h"
#include "gamerules_ctf.h"
#include "../valve/items.h"

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@ -15,3 +15,4 @@
*/
#include "gamerules.h"
#include "../valve/items.h"

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@ -15,3 +15,4 @@
*/
#include "gamerules.h"
#include "../valve/items.h"

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@ -15,3 +15,4 @@
*/
#include "gamerules.h"
#include "items.h"

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@ -14,21 +14,6 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/* PICKUP ITEMS */
class item_pickup:CBaseTrigger
{
int m_bFloating;
int m_iClip;
int m_iWasDropped;
int id;
void(void) item_pickup;
virtual void(void) touch;
virtual void(int i) setitem;
virtual void(void) Respawn;
virtual void(int) SetFloating;
};
void item_pickup::touch(void)
{
if (other.classname != "player") {

30
src/server/valve/items.h Normal file
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@ -0,0 +1,30 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/* PICKUP ITEMS */
class item_pickup:CBaseTrigger
{
int m_bFloating;
int m_iClip;
int m_iWasDropped;
int id;
void(void) item_pickup;
virtual void(void) touch;
virtual void(int i) setitem;
virtual void(void) Respawn;
virtual void(int) SetFloating;
};