37 lines
1.3 KiB
C++
37 lines
1.3 KiB
C++
|
|
//class CTSWorldGun;
|
|
|
|
// not inheriting from CBaseEntity... this wasn't made with that in mind,
|
|
// and it doesn't look like it needs anything from there.
|
|
// If there were a version of this to be respawnable, it may make sense to make it a child of
|
|
// CBaseEntiy and then remove the GF_CANRESPAWN flag gflags added to all CBaseEntities by default
|
|
// (I think)... since changed to the IDENTITY_CANRESPAWN flag of ".identity" for CBaseEntity's
|
|
class CTSWorldGun{
|
|
|
|
// After being recently accessed by a player but not deleted,
|
|
// I enforce a cooldown time before any other player (including the same one)
|
|
// can try to pick me up again. This stops spamming inventory scans every
|
|
// single frame if a player stands over a weapon they can't pick up.
|
|
float accessibleCooldownTime;
|
|
// To avoid server clutter over time, a pickup will delete itself
|
|
float expireTime;
|
|
|
|
weapondynamic_t myInfo;
|
|
|
|
|
|
void(void) CTSWorldGun;
|
|
virtual void() Think;
|
|
virtual void() Touch;
|
|
virtual void() PlayerUse;
|
|
static CTSWorldGun (player arg_player, int arg_weaponID) generate;
|
|
static CTSWorldGun (player arg_player, weapondynamic_t dynaRefPRE) generate2;
|
|
|
|
virtual void (player arg_player, int arg_weaponID) copyFrom;
|
|
virtual void (player arg_player, weapondynamic_t tempRef) copyFrom2;
|
|
|
|
virtual void (player arg_player, int arg_weaponID) copyTo;
|
|
|
|
};
|
|
|
|
|