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