sqwarmed/sdk_src/game/shared/swarm/asw_equip_req.h

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2024-08-29 19:18:30 -04:00
#ifndef _INCLUDED_ASW_EQUIP_REQ_H
#define _INCLUDED_ASW_EQUIP_REQ_H
#ifdef _WIN32
#pragma once
#endif
// Mappers can place this class to add an equipment requirement to the mission.
// Players will not be able to start the mission until the squad is carrying at
// least one of each of the named pieces of equipment.
class CASW_Equip_Req : public CBaseEntity
{
public:
DECLARE_CLASS( CASW_Equip_Req, CBaseEntity );
DECLARE_NETWORKCLASS();
enum { ASW_MAX_EQUIP_REQ_CLASSES = 3 };
bool AreRequirementsMet( int arrEquippedReqClasses[ASW_MAX_EQUIP_REQ_CLASSES] = NULL );
const char* GetEquipClass(int i);
#ifndef CLIENT_DLL
DECLARE_DATADESC();
virtual void Spawn();
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
virtual bool KeyValue( const char *szKeyName, const char *szValue );
void ReportMissingEquipment();
CNetworkString( m_szEquipClass1, 255 ); // TODO: please make these into arrays of [ ASW_MAX_EQUIP_REQ_CLASSES ] size
CNetworkString( m_szEquipClass2, 255 );
CNetworkString( m_szEquipClass3, 255 );
#else
CASW_Equip_Req();
static CASW_Equip_Req* FindEquipReq();
static bool ForceWeaponUnlocked( const char *szWeaponClass ); // if a weapon is required for this mission, we force it to be unlocked
char m_szEquipClass1[255]; // TODO: please make these into arrays of [ ASW_MAX_EQUIP_REQ_CLASSES ] size
char m_szEquipClass2[255];
char m_szEquipClass3[255];
#endif
};
#endif /* _INCLUDED_ASW_EQUIP_REQ_H */