//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: CTF HealthKit. // //=============================================================================// #ifndef ENTITY_BONUSPACK_H #define ENTITY_BONUSPACK_H #ifdef _WIN32 #pragma once #endif #ifdef GAME_DLL #include "tf_powerup.h" #include "entity_currencypack.h" #else #include "c_entity_currencypack.h" #endif #ifdef CLIENT_DLL #define CBonusPack C_BonusPack #endif DECLARE_AUTO_LIST( IBonusPackAutoList ); class CBonusPack #ifdef GAME_DLL : public CCurrencyPack #else : public C_BaseAnimating #endif , public IBonusPackAutoList { public: DECLARE_DATADESC(); #ifdef GAME_DLL DECLARE_CLASS( CBonusPack, CCurrencyPack ); #else DECLARE_CLASS( CBonusPack, C_BaseAnimating ); #endif DECLARE_NETWORKCLASS(); CBonusPack(); virtual void Spawn( void ) OVERRIDE; virtual void Precache( void ) OVERRIDE; #ifdef GAME_DLL virtual bool AffectedByRadiusCollection() const OVERRIDE { return false; } virtual bool MyTouch( CBasePlayer *pPlayer ) OVERRIDE; virtual bool ValidTouch( CBasePlayer *pPlayer ) OVERRIDE; virtual const char *GetDefaultPowerupModel( void ) OVERRIDE { return "models/bots/bot_worker/bot_worker_powercore.mdl"; } private: void BlinkThink(); int m_nBlinkCount; float m_flKillTime; float m_flCanPickupTime; #endif }; #endif // ENTITY_BONUSPACK_H