#include "precompiled.h" short g_sModelIndexLaser; // holds the index for the laser beam short g_sModelIndexLaserDot; // holds the index for the laser beam dot short g_sModelIndexFireball; // holds the index for the fireball short g_sModelIndexSmoke; // holds the index for the smoke cloud short g_sModelIndexWExplosion; // holds the index for the underwater explosion short g_sModelIndexBubbles; // holds the index for the bubbles model short g_sModelIndexBloodDrop; // holds the sprite index for the initial blood short g_sModelIndexBloodSpray; // holds the sprite index for splattered blood short g_sModelIndexSmokePuff; short g_sModelIndexFireball2; short g_sModelIndexFireball3; short g_sModelIndexFireball4; short g_sModelIndexRadio; short int g_sModelIndexCTGhost; short int g_sModelIndexTGhost; short int g_sModelIndexC4Glow; int giAmmoIndex; MULTIDAMAGE gMultiDamage; // Pass in a name and this function will tell // you the maximum amount of that type of ammunition that a player can carry. int MaxAmmoCarry(const char *szName) { for (int i = 0; i < MAX_WEAPONS; i++) { ItemInfo *info = &CBasePlayerItem::m_ItemInfoArray[i]; if (info->pszAmmo1 && !Q_stricmp(szName, info->pszAmmo1)) { return info->iMaxAmmo1; } if (info->pszAmmo2 && !Q_stricmp(szName, info->pszAmmo2)) { return info->iMaxAmmo2; } } ALERT(at_console, "MaxAmmoCarry() doesn't recognize '%s'!\n", szName); return -1; } int MaxAmmoCarry(WeaponIdType weaponId) { return CBasePlayerItem::m_ItemInfoArray[weaponId].iMaxAmmo1; } // Resets the global multi damage accumulator void ClearMultiDamage() { gMultiDamage.pEntity = nullptr; gMultiDamage.amount = 0; gMultiDamage.type = 0; } // Inflicts contents of global multi damage register on gMultiDamage.pEntity void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker) { if (!gMultiDamage.pEntity) return; gMultiDamage.pEntity->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type); } void AddMultiDamage(entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType) { if (!pEntity) return; gMultiDamage.type |= bitsDamageType; if (pEntity != gMultiDamage.pEntity) { // UNDONE: wrong attacker! ApplyMultiDamage(pevInflictor, pevInflictor); gMultiDamage.pEntity = pEntity; gMultiDamage.amount = 0; } gMultiDamage.amount += flDamage; } void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage) { UTIL_BloodDrips(vecSpot, g_vecAttackDir, bloodColor, int(flDamage)); } NOXREF int DamageDecal(CBaseEntity *pEntity, int bitsDamageType) { if (pEntity) { return pEntity->DamageDecal(bitsDamageType); } return RANDOM_LONG(DECAL_GUNSHOT4, DECAL_GUNSHOT5); } void DecalGunshot(TraceResult *pTrace, int iBulletType, bool ClientOnly, entvars_t *pShooter, bool bHitMetal) { ; } // EjectBrass - tosses a brass shell from passed origin at passed velocity void EjectBrass(const Vector &vecOrigin, const Vector &vecLeft, const Vector &vecVelocity, float rotation, int model, int soundtype, int entityIndex) { bool useNewBehavior = AreRunningCZero(); MESSAGE_BEGIN(MSG_PVS, gmsgBrass, vecOrigin); if (!useNewBehavior) { // noxref WRITE_BYTE(TE_MODEL); } WRITE_COORD(vecOrigin.x); // origin WRITE_COORD(vecOrigin.y); WRITE_COORD(vecOrigin.z); if (!useNewBehavior) { // noxref // it parses the client side, but does not use it WRITE_COORD(vecLeft.x); WRITE_COORD(vecLeft.y); WRITE_COORD(vecLeft.z); } WRITE_COORD(vecVelocity.x); // velocity WRITE_COORD(vecVelocity.y); WRITE_COORD(vecVelocity.z); WRITE_ANGLE(rotation); WRITE_SHORT(model); WRITE_BYTE(soundtype); if (!useNewBehavior) { // noxref WRITE_BYTE(25);// 2.5 seconds } WRITE_BYTE(entityIndex); MESSAGE_END(); } NOXREF void EjectBrass2(const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype, entvars_t *pev) { MESSAGE_BEGIN(MSG_ONE, SVC_TEMPENTITY, nullptr, pev); WRITE_BYTE(TE_MODEL); WRITE_COORD(vecOrigin.x); WRITE_COORD(vecOrigin.y); WRITE_COORD(vecOrigin.z); WRITE_COORD(vecVelocity.x); WRITE_COORD(vecVelocity.y); WRITE_COORD(vecVelocity.z); WRITE_ANGLE(rotation); WRITE_SHORT(model); WRITE_BYTE(0); WRITE_BYTE(5);// 0.5 seconds MESSAGE_END(); } #ifdef REGAMEDLL_ADD struct { AmmoType type; const char *name; } ammoIndex[] = { { AMMO_338MAGNUM, "338Magnum" }, { AMMO_762NATO, "762Nato" }, { AMMO_556NATOBOX, "556NatoBox" }, { AMMO_556NATO, "556Nato" }, { AMMO_BUCKSHOT, "buckshot" }, { AMMO_45ACP, "45acp" }, { AMMO_57MM, "57mm" }, { AMMO_50AE, "50AE" }, { AMMO_357SIG, "357SIG" }, { AMMO_9MM, "9mm" }, { AMMO_FLASHBANG, "Flashbang" }, { AMMO_HEGRENADE, "HEGrenade" }, { AMMO_SMOKEGRENADE, "SmokeGrenade" }, { AMMO_C4, "C4" }, }; #endif // Precaches the ammo and queues the ammo info for sending to clients void AddAmmoNameToAmmoRegistry(const char *szAmmoname) { // make sure it's not already in the registry for (int i = 0; i < MAX_AMMO_SLOTS; i++) { if (!CBasePlayerItem::m_AmmoInfoArray[i].pszName) continue; if (!Q_stricmp(CBasePlayerItem::m_AmmoInfoArray[i].pszName, szAmmoname)) { // ammo already in registry, just quite return; } } giAmmoIndex++; assert(giAmmoIndex < MAX_AMMO_SLOTS); if (giAmmoIndex >= MAX_AMMO_SLOTS) giAmmoIndex = 0; #ifdef REGAMEDLL_ADD for (auto& ammo : ammoIndex) { if (Q_stricmp(ammo.name, szAmmoname)) continue; if (ammo.type != giAmmoIndex) { CONSOLE_ECHO("Warning: ammo '%s' index mismatch; expected %i, real %i\n", szAmmoname, ammo.type, giAmmoIndex); } break; } #endif CBasePlayerItem::m_AmmoInfoArray[giAmmoIndex].pszName = szAmmoname; // Yes, this info is redundant CBasePlayerItem::m_AmmoInfoArray[giAmmoIndex].iId = giAmmoIndex; } // Precaches the weapon and queues the weapon info for sending to clients void UTIL_PrecacheOtherWeapon(const char *szClassname) { edict_t *pEdict = CREATE_NAMED_ENTITY(MAKE_STRING(szClassname)); if (FNullEnt(pEdict)) { ALERT(at_console, "NULL Ent in UTIL_PrecacheOtherWeapon classname `%s`\n", szClassname); return; } CBasePlayerItem *pItem = GET_PRIVATE(pEdict); if (pItem) { ItemInfo info; Q_memset(&info, 0, sizeof(info)); pItem->Precache(); if (pItem->GetItemInfo(&info)) { CBasePlayerItem::m_ItemInfoArray[info.iId] = info; if (info.pszAmmo1 && info.pszAmmo1[0] != '\0') { AddAmmoNameToAmmoRegistry(info.pszAmmo1); } if (info.pszAmmo2 && info.pszAmmo2[0] != '\0') { AddAmmoNameToAmmoRegistry(info.pszAmmo2); } } } REMOVE_ENTITY(pEdict); } // Called by worldspawn void WeaponsPrecache() { Q_memset(CBasePlayerItem::m_ItemInfoArray, 0, sizeof(CBasePlayerItem::m_ItemInfoArray)); Q_memset(CBasePlayerItem::m_AmmoInfoArray, 0, sizeof(CBasePlayerItem::m_AmmoInfoArray)); giAmmoIndex = 0; // custom items... // common world objects UTIL_PrecacheOther("item_suit"); UTIL_PrecacheOther("item_battery"); UTIL_PrecacheOther("item_antidote"); UTIL_PrecacheOther("item_security"); UTIL_PrecacheOther("item_longjump"); UTIL_PrecacheOther("item_kevlar"); UTIL_PrecacheOther("item_assaultsuit"); UTIL_PrecacheOther("item_thighpack"); // awp magnum UTIL_PrecacheOtherWeapon("weapon_awp"); UTIL_PrecacheOther("ammo_338magnum"); UTIL_PrecacheOtherWeapon("weapon_g3sg1"); UTIL_PrecacheOtherWeapon("weapon_ak47"); UTIL_PrecacheOtherWeapon("weapon_scout"); UTIL_PrecacheOther("ammo_762nato"); // m249 UTIL_PrecacheOtherWeapon("weapon_m249"); UTIL_PrecacheOther("ammo_556natobox"); UTIL_PrecacheOtherWeapon("weapon_m4a1"); UTIL_PrecacheOtherWeapon("weapon_sg552"); UTIL_PrecacheOtherWeapon("weapon_aug"); UTIL_PrecacheOtherWeapon("weapon_sg550"); UTIL_PrecacheOther("ammo_556nato"); // shotgun UTIL_PrecacheOtherWeapon("weapon_m3"); UTIL_PrecacheOtherWeapon("weapon_xm1014"); UTIL_PrecacheOther("ammo_buckshot"); UTIL_PrecacheOtherWeapon("weapon_usp"); UTIL_PrecacheOtherWeapon("weapon_mac10"); UTIL_PrecacheOtherWeapon("weapon_ump45"); UTIL_PrecacheOther("ammo_45acp"); UTIL_PrecacheOtherWeapon("weapon_fiveseven"); UTIL_PrecacheOtherWeapon("weapon_p90"); UTIL_PrecacheOther("ammo_57mm"); // deagle UTIL_PrecacheOtherWeapon("weapon_deagle"); UTIL_PrecacheOther("ammo_50ae"); // p228 UTIL_PrecacheOtherWeapon("weapon_p228"); UTIL_PrecacheOther("ammo_357sig"); // knife UTIL_PrecacheOtherWeapon("weapon_knife"); UTIL_PrecacheOtherWeapon("weapon_glock18"); UTIL_PrecacheOtherWeapon("weapon_mp5navy"); UTIL_PrecacheOtherWeapon("weapon_tmp"); UTIL_PrecacheOtherWeapon("weapon_elite"); UTIL_PrecacheOther("ammo_9mm"); UTIL_PrecacheOtherWeapon("weapon_flashbang"); UTIL_PrecacheOtherWeapon("weapon_hegrenade"); UTIL_PrecacheOtherWeapon("weapon_smokegrenade"); UTIL_PrecacheOtherWeapon("weapon_c4"); UTIL_PrecacheOtherWeapon("weapon_galil"); UTIL_PrecacheOtherWeapon("weapon_famas"); if (g_pGameRules->IsDeathmatch()) { // container for dropped deathmatch weapons UTIL_PrecacheOther("weaponbox"); } g_sModelIndexFireball = PRECACHE_MODEL("sprites/zerogxplode.spr"); // fireball g_sModelIndexWExplosion = PRECACHE_MODEL("sprites/WXplo1.spr"); // underwater fireball g_sModelIndexSmoke = PRECACHE_MODEL("sprites/steam1.spr"); // smoke g_sModelIndexBubbles = PRECACHE_MODEL("sprites/bubble.spr"); // bubbles g_sModelIndexBloodSpray = PRECACHE_MODEL("sprites/bloodspray.spr"); // initial blood g_sModelIndexBloodDrop = PRECACHE_MODEL("sprites/blood.spr"); // splattered blood g_sModelIndexSmokePuff = PRECACHE_MODEL("sprites/smokepuff.spr"); g_sModelIndexFireball2 = PRECACHE_MODEL("sprites/eexplo.spr"); g_sModelIndexFireball3 = PRECACHE_MODEL("sprites/fexplo.spr"); g_sModelIndexFireball4 = PRECACHE_MODEL("sprites/fexplo1.spr"); g_sModelIndexRadio = PRECACHE_MODEL("sprites/radio.spr"); g_sModelIndexCTGhost = PRECACHE_MODEL("sprites/b-tele1.spr"); g_sModelIndexTGhost = PRECACHE_MODEL("sprites/c-tele1.spr"); g_sModelIndexC4Glow = PRECACHE_MODEL("sprites/ledglow.spr"); g_sModelIndexLaser = PRECACHE_MODEL("sprites/laserbeam.spr"); g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr"); // used by explosions PRECACHE_MODEL("models/grenade.mdl"); PRECACHE_MODEL("sprites/explode1.spr"); PRECACHE_SOUND("weapons/debris1.wav"); // explosion aftermaths PRECACHE_SOUND("weapons/debris2.wav"); // explosion aftermaths PRECACHE_SOUND("weapons/debris3.wav"); // explosion aftermaths PRECACHE_SOUND("weapons/grenade_hit1.wav"); // grenade PRECACHE_SOUND("weapons/grenade_hit2.wav"); // grenade PRECACHE_SOUND("weapons/grenade_hit3.wav"); // grenade PRECACHE_SOUND("weapons/bullet_hit1.wav"); // hit by bullet PRECACHE_SOUND("weapons/bullet_hit2.wav"); // hit by bullet PRECACHE_SOUND("items/weapondrop1.wav"); // weapon falls to the ground PRECACHE_SOUND("weapons/generic_reload.wav"); } ItemInfo CBasePlayerItem::m_ItemInfoArray[MAX_WEAPONS]; AmmoInfo CBasePlayerItem::m_AmmoInfoArray[MAX_AMMO_SLOTS]; TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] = { DEFINE_FIELD(CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR), DEFINE_FIELD(CBasePlayerItem, m_pNext, FIELD_CLASSPTR), DEFINE_FIELD(CBasePlayerItem, m_iId, FIELD_INTEGER), }; IMPLEMENT_SAVERESTORE(CBasePlayerItem, CBaseAnimating) TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] = { DEFINE_FIELD(CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME), DEFINE_FIELD(CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME), DEFINE_FIELD(CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME), DEFINE_FIELD(CBasePlayerWeapon, m_iPrimaryAmmoType, FIELD_INTEGER), DEFINE_FIELD(CBasePlayerWeapon, m_iSecondaryAmmoType, FIELD_INTEGER), DEFINE_FIELD(CBasePlayerWeapon, m_iClip, FIELD_INTEGER), DEFINE_FIELD(CBasePlayerWeapon, m_iDefaultAmmo, FIELD_INTEGER), }; IMPLEMENT_SAVERESTORE(CBasePlayerWeapon, CBasePlayerItem) void CBasePlayerItem::SetObjectCollisionBox() { pev->absmin = pev->origin + Vector(-24, -24, 0); pev->absmax = pev->origin + Vector(24, 24, 16); } // Sets up movetype, size, solidtype for a new weapon. void CBasePlayerItem::FallInit() { pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_BBOX; UTIL_SetOrigin(pev, pev->origin); // pointsize until it lands on the ground. UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); SetTouch(&CBasePlayerItem::DefaultTouch); SetThink(&CBasePlayerItem::FallThink); pev->nextthink = gpGlobals->time + 0.1f; } // FallThink - Items that have just spawned run this think // to catch them when they hit the ground. Once we're sure // that the object is grounded, we change its solid type // to trigger and set it in a large box that helps the // player get it. void CBasePlayerItem::FallThink() { pev->nextthink = gpGlobals->time + 0.1f; if (pev->flags & FL_ONGROUND) { // clatter if we have an owner (i.e., dropped by someone) // don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!) if (!FNullEnt(pev->owner)) { EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", VOL_NORM, ATTN_NORM, 0, RANDOM_LONG(0, 29) + 95); } // lie flat pev->angles.x = 0.0f; pev->angles.z = 0.0f; Materialize(); } } // Materialize - make a CBasePlayerItem visible and tangible void CBasePlayerItem::Materialize() { if (pev->effects & EF_NODRAW) { // changing from invisible state to visible. if (g_pGameRules->IsMultiplayer()) { EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", VOL_NORM, ATTN_NORM, 0, 150); } pev->effects &= ~EF_NODRAW; pev->effects |= EF_MUZZLEFLASH; } pev->solid = SOLID_TRIGGER; // link into world. UTIL_SetOrigin(pev, pev->origin); SetTouch(&CBasePlayerItem::DefaultTouch); if (g_pGameRules->IsMultiplayer()) { if (!CanDrop()) { SetTouch(nullptr); } SetThink(&CBaseEntity::SUB_Remove); pev->nextthink = gpGlobals->time + 1.0f; } else { SetThink(nullptr); } } // AttemptToMaterialize - the item is trying to rematerialize, // should it do so now or wait longer? void CBasePlayerItem::AttemptToMaterialize() { float time = g_pGameRules->FlWeaponTryRespawn(this); if (time == 0) { Materialize(); return; } pev->nextthink = gpGlobals->time + time; } // CheckRespawn - a player is taking this weapon, should // it respawn? void CBasePlayerItem::CheckRespawn() { switch (g_pGameRules->WeaponShouldRespawn(this)) { case GR_WEAPON_RESPAWN_YES: return; case GR_WEAPON_RESPAWN_NO: return; } } // Respawn - this item is already in the world, but it is // invisible and intangible. Make it visible and tangible. CBaseEntity *CBasePlayerItem::Respawn() { // make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code // will decide when to make the weapon visible and touchable. CBaseEntity *pNewWeapon = CBaseEntity::Create(pev->classname, g_pGameRules->VecWeaponRespawnSpot(this), pev->angles, pev->owner); if (pNewWeapon) { // invisible for now pNewWeapon->pev->effects |= EF_NODRAW; // no touch pNewWeapon->SetTouch(nullptr); pNewWeapon->SetThink(&CBasePlayerItem::AttemptToMaterialize); DROP_TO_FLOOR(ENT(pev)); // not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement, // but when it should respawn is based on conditions belonging to the weapon that was taken. pNewWeapon->pev->nextthink = g_pGameRules->FlWeaponRespawnTime(this); } else { ALERT(at_console, "Respawn failed to create %s!\n", STRING(pev->classname)); } return pNewWeapon; } // whats going on here is that if the player drops this weapon, they shouldn't take it back themselves // for a little while. But if they throw it at someone else, the other player should get it immediately. void CBasePlayerItem::DefaultTouch(CBaseEntity *pOther) { // if it's not a player, ignore if (!pOther->IsPlayer()) { return; } CBasePlayer *pPlayer = static_cast(pOther); if (pPlayer->m_bIsVIP && m_iId != WEAPON_USP && m_iId != WEAPON_GLOCK18 && m_iId != WEAPON_P228 && m_iId != WEAPON_DEAGLE && m_iId != WEAPON_KNIFE) { return; } // can I have this? if (!g_pGameRules->CanHavePlayerItem(pPlayer, this)) { if (gEvilImpulse101) { UTIL_Remove(this); } return; } if (pOther->AddPlayerItem(this)) { AttachToPlayer(pPlayer); #ifndef REGAMEDLL_FIXES SetThink(nullptr); #endif EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM); } SUB_UseTargets(pOther, USE_TOGGLE, 0); } void CBasePlayerWeapon::SetPlayerShieldAnim() { if (!m_pPlayer->HasShield()) return; if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { Q_strcpy(m_pPlayer->m_szAnimExtention, "shield"); } else { Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgun"); } } void CBasePlayerWeapon::ResetPlayerShieldAnim() { if (m_pPlayer->HasShield()) { if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgun"); } } } void CBasePlayerWeapon::EjectBrassLate() { int soundType; Vector vecUp, vecRight, vecShellVelocity; UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); vecUp = RANDOM_FLOAT(100, 150) * gpGlobals->v_up; vecRight = RANDOM_FLOAT(50, 70) * gpGlobals->v_right; vecShellVelocity = (m_pPlayer->pev->velocity + vecRight + vecUp) + gpGlobals->v_forward * 25; soundType = (m_iId == WEAPON_XM1014 || m_iId == WEAPON_M3) ? 2 : 1; EjectBrass(pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -9 + gpGlobals->v_forward * 16, gpGlobals->v_right * -9, vecShellVelocity, pev->angles.y, m_iShellId, soundType, m_pPlayer->entindex()); } bool CBasePlayerWeapon::ShieldSecondaryFire(int iUpAnim, int iDownAnim) { if (!m_pPlayer->HasShield()) return false; if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN; SendWeaponAnim(iDownAnim, UseDecrement() != FALSE); Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgun"); m_fMaxSpeed = 250.0f; m_pPlayer->m_bShieldDrawn = false; } else { m_iWeaponState |= WPNSTATE_SHIELD_DRAWN; SendWeaponAnim(iUpAnim, UseDecrement() != FALSE); Q_strcpy(m_pPlayer->m_szAnimExtention, "shielded"); m_fMaxSpeed = 180.0f; m_pPlayer->m_bShieldDrawn = true; } m_pPlayer->UpdateShieldCrosshair((m_iWeaponState & WPNSTATE_SHIELD_DRAWN) != WPNSTATE_SHIELD_DRAWN); m_pPlayer->ResetMaxSpeed(); m_flNextSecondaryAttack = 0.4f; m_flNextPrimaryAttack = 0.4f; m_flTimeWeaponIdle = 0.6f; return true; } void CBasePlayerWeapon::KickBack(float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change) { real_t flKickUp; float flKickLateral; if (m_iShotsFired == 1) { flKickUp = up_base; flKickLateral = lateral_base; } else { flKickUp = m_iShotsFired * up_modifier + up_base; flKickLateral = m_iShotsFired * lateral_modifier + lateral_base; } m_pPlayer->pev->punchangle.x -= flKickUp; if (m_pPlayer->pev->punchangle.x < -up_max) { m_pPlayer->pev->punchangle.x = -up_max; } if (m_iDirection == 1) { m_pPlayer->pev->punchangle.y += flKickLateral; if (m_pPlayer->pev->punchangle.y > lateral_max) m_pPlayer->pev->punchangle.y = lateral_max; } else { m_pPlayer->pev->punchangle.y -= flKickLateral; if (m_pPlayer->pev->punchangle.y < -lateral_max) m_pPlayer->pev->punchangle.y = -lateral_max; } if (!RANDOM_LONG(0, direction_change)) { m_iDirection = !m_iDirection; } } void CBasePlayerWeapon::FireRemaining(int &shotsFired, float &shootTime, BOOL bIsGlock) { float nexttime = 0.1f; if (--m_iClip < 0) { m_iClip = 0; shotsFired = 3; shootTime = 0; return; } UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecDir; int flag; #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; #else flag = 0; #endif if (bIsGlock) { vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, 0.05, 8192, 1, BULLET_PLAYER_9MM, 18, 0.9, m_pPlayer->pev, true, m_pPlayer->random_seed); --m_pPlayer->ammo_9mm; PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireGlock18, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, int(m_pPlayer->pev->punchangle.x * 10000), int(m_pPlayer->pev->punchangle.y * 10000), m_iClip == 0, FALSE); } else { vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, m_fBurstSpread, 8192, 2, BULLET_PLAYER_556MM, 30, 0.96, m_pPlayer->pev, false, m_pPlayer->random_seed); --m_pPlayer->ammo_556nato; PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireFamas, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, int(m_pPlayer->pev->punchangle.x * 10000000), int(m_pPlayer->pev->punchangle.y * 10000000), FALSE, FALSE); } m_pPlayer->pev->effects |= EF_MUZZLEFLASH; m_pPlayer->SetAnimation(PLAYER_ATTACK1); if (++shotsFired != 3) { shootTime = gpGlobals->time + nexttime; } else shootTime = 0; } BOOL CanAttack(float attack_time, float curtime, BOOL isPredicted) { #ifdef CLIENT_WEAPONS if (!isPredicted) #else if (1) #endif { return (attack_time <= curtime) ? TRUE : FALSE; } else { return (attack_time <= 0.0f) ? TRUE : FALSE; } } bool CBasePlayerWeapon::HasSecondaryAttack() { if (m_pPlayer && m_pPlayer->HasShield()) { return true; } #ifdef REGAMEDLL_API if (CSPlayerWeapon()->m_bHasSecondaryAttack) { return true; } #endif switch (m_iId) { case WEAPON_AK47: case WEAPON_XM1014: case WEAPON_MAC10: case WEAPON_ELITE: case WEAPON_FIVESEVEN: case WEAPON_MP5N: #ifdef BUILD_LATEST_FIXES case WEAPON_UMP45: #endif case WEAPON_M249: case WEAPON_M3: case WEAPON_TMP: case WEAPON_DEAGLE: case WEAPON_P228: case WEAPON_P90: case WEAPON_C4: case WEAPON_GALIL: return false; default: break; } return true; } void CBasePlayerWeapon::HandleInfiniteAmmo() { int nInfiniteAmmo = 0; #ifdef REGAMEDLL_API nInfiniteAmmo = m_pPlayer->CSPlayer()->m_iWeaponInfiniteAmmo; #endif if (!nInfiniteAmmo) nInfiniteAmmo = static_cast(infiniteAmmo.value); if (nInfiniteAmmo == WPNMODE_INFINITE_CLIP && !IsGrenadeWeapon(m_iId)) { m_iClip = iMaxClip(); } else if ((nInfiniteAmmo == WPNMODE_INFINITE_BPAMMO && #ifdef REGAMEDLL_API ((m_pPlayer->CSPlayer()->m_iWeaponInfiniteIds & (1 << m_iId)) || (m_pPlayer->CSPlayer()->m_iWeaponInfiniteIds <= 0 && !IsGrenadeWeapon(m_iId))) #endif ) || (IsGrenadeWeapon(m_iId) && infiniteGrenades.value == 1.0f)) { if (pszAmmo1()) { m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = iMaxAmmo1(); } if (pszAmmo2()) { m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] = iMaxAmmo2(); } } } void CBasePlayerWeapon::ItemPostFrame() { int usableButtons = m_pPlayer->pev->button; if (!HasSecondaryAttack()) { usableButtons &= ~IN_ATTACK2; } if (m_flGlock18Shoot != 0) { FireRemaining(m_iGlock18ShotsFired, m_flGlock18Shoot, TRUE); } else if (gpGlobals->time > m_flFamasShoot && m_flFamasShoot != 0) { FireRemaining(m_iFamasShotsFired, m_flFamasShoot, FALSE); } // Return zoom level back to previous zoom level before we fired a shot. // This is used only for the AWP and Scout if (m_flNextPrimaryAttack <= UTIL_WeaponTimeBase()) { if (m_pPlayer->m_bResumeZoom) { m_pPlayer->m_iFOV = m_pPlayer->m_iLastZoom; m_pPlayer->pev->fov = m_pPlayer->m_iFOV; if (m_pPlayer->m_iFOV == m_pPlayer->m_iLastZoom) { // return the fade level in zoom. m_pPlayer->m_bResumeZoom = false; } } } if (m_pPlayer->m_flEjectBrass != 0 && m_pPlayer->m_flEjectBrass <= gpGlobals->time) { m_pPlayer->m_flEjectBrass = 0; EjectBrassLate(); } if (!(m_pPlayer->pev->button & IN_ATTACK)) { m_flLastFireTime = 0; } if (m_pPlayer->HasShield()) { if (m_fInReload && (m_pPlayer->pev->button & IN_ATTACK2)) { SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; m_fInReload = FALSE; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase(); } } if (m_fInReload && m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase()) { // complete the reload. int j = Q_min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); // Add them to the clip m_iClip += j; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; m_pPlayer->TabulateAmmo(); m_fInReload = FALSE; } if ((usableButtons & IN_ATTACK2) && CanAttack(m_flNextSecondaryAttack, UTIL_WeaponTimeBase(), UseDecrement()) #ifdef REGAMEDLL_FIXES && !m_pPlayer->m_bIsDefusing // In-line: I think it's fine to block secondary attack, when defusing. It's better then blocking speed resets in weapons. #endif ) { if (pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()]) { m_fFireOnEmpty = TRUE; } SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; } else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack(m_flNextPrimaryAttack, UTIL_WeaponTimeBase(), UseDecrement())) { if ((m_iClip == 0 && pszAmmo1()) || (iMaxClip() == WEAPON_NOCLIP && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()])) { m_fFireOnEmpty = TRUE; } m_pPlayer->TabulateAmmo(); // Can't shoot during the freeze period // Always allow firing in single player if ((m_pPlayer->m_bCanShoot && g_pGameRules->IsMultiplayer() && !g_pGameRules->IsFreezePeriod() && !m_pPlayer->m_bIsDefusing) || !g_pGameRules->IsMultiplayer()) { PrimaryAttack(); } } else if ((m_pPlayer->pev->button & IN_RELOAD) && iMaxClip() != WEAPON_NOCLIP && !m_fInReload && m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) { // reload when reload is pressed, or if no buttons are down and weapon is empty. if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0) { if (!(m_iWeaponState & WPNSTATE_SHIELD_DRAWN)) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } } } else if (!(usableButtons & (IN_ATTACK | IN_ATTACK2))) { // no fire buttons down // The following code prevents the player from tapping the firebutton repeatedly // to simulate full auto and retaining the single shot accuracy of single fire if (m_bDelayFire) { m_bDelayFire = false; if (m_iShotsFired > 15) { m_iShotsFired = 15; } m_flDecreaseShotsFired = gpGlobals->time + 0.4f; } m_fFireOnEmpty = FALSE; // if it's a pistol then set the shots fired to 0 after the player releases a button if (IsSecondaryWeapon(m_iId)) { m_iShotsFired = 0; } else { if (m_iShotsFired > 0 && m_flDecreaseShotsFired < gpGlobals->time) { m_flDecreaseShotsFired = gpGlobals->time + 0.0225f; m_iShotsFired--; } } if (!IsUseable() && m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) { #if 0 // weapon isn't useable, switch. if (!(iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && g_pGameRules->GetNextBestWeapon(m_pPlayer, this)) { m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3f; return; } #endif } else { if (!(m_iWeaponState & WPNSTATE_SHIELD_DRAWN)) { // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if (!m_iClip && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) { if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0) { Reload(); return; } } } } #ifdef BUILD_LATEST HandleInfiniteAmmo(); #endif WeaponIdle(); return; } #ifdef BUILD_LATEST HandleInfiniteAmmo(); #endif // catch all if (ShouldWeaponIdle()) { WeaponIdle(); } } void CBasePlayerItem::DestroyItem() { if (m_pPlayer) { // if attached to a player, remove. m_pPlayer->RemovePlayerItem(this); } Kill(); } int CBasePlayerItem::AddToPlayer(CBasePlayer *pPlayer) { m_pPlayer = pPlayer; MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, nullptr, pPlayer->pev); WRITE_BYTE(m_iId); MESSAGE_END(); return TRUE; } void CBasePlayerItem::Drop() { SetTouch(nullptr); SetThink(&CBaseEntity::SUB_Remove); pev->nextthink = gpGlobals->time + 0.1f; } void CBasePlayerItem::Kill() { SetTouch(nullptr); SetThink(&CBaseEntity::SUB_Remove); pev->nextthink = gpGlobals->time + 0.1f; } void CBasePlayerItem::Holster(int skiplocal) { m_pPlayer->pev->viewmodel = 0; m_pPlayer->pev->weaponmodel = 0; } void CBasePlayerItem::AttachToPlayer(CBasePlayer *pPlayer) { pev->movetype = MOVETYPE_FOLLOW; pev->solid = SOLID_NOT; pev->aiment = pPlayer->edict(); pev->effects = EF_NODRAW; // server won't send down to clients if modelindex == 0 pev->modelindex = 0; pev->model = 0; pev->owner = pPlayer->edict(); #ifndef REGAMEDLL_FIXES pev->nextthink = gpGlobals->time + 0.1f; #else // Remove think - prevents futher attempts to materialize pev->nextthink = 0; SetThink(nullptr); #endif SetTouch(nullptr); } void CBasePlayerWeapon::Spawn() { ItemInfo info; Q_memset(&info, 0, sizeof(info)); if (GetItemInfo(&info)) { CSPlayerItem()->SetItemInfo(&info); } CSPlayerWeapon()->m_bHasSecondaryAttack = HasSecondaryAttack(); } // CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal int CBasePlayerWeapon::AddDuplicate(CBasePlayerItem *pOriginal) { if (m_iDefaultAmmo) { return ExtractAmmo((CBasePlayerWeapon *)pOriginal); } else { // a dead player dropped this. return ExtractClipAmmo((CBasePlayerWeapon *)pOriginal); } } int CBasePlayerWeapon::AddToPlayer(CBasePlayer *pPlayer) { m_pPlayer = pPlayer; pPlayer->pev->weapons |= (1 << m_iId); if (!m_iPrimaryAmmoType) { m_iPrimaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo1()); m_iSecondaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo2()); } if (AddWeapon()) { return CBasePlayerItem::AddToPlayer(pPlayer); } return FALSE; } int CBasePlayerWeapon::UpdateClientData(CBasePlayer *pPlayer) { bool bSend = false; int state = 0; if (pPlayer->m_pActiveItem == this) { if (pPlayer->m_fOnTarget) state = WEAPON_IS_ONTARGET; else state = 1; } if (!pPlayer->m_fWeapon) bSend = true; if (this == pPlayer->m_pActiveItem || this == pPlayer->m_pClientActiveItem) { if (pPlayer->m_pActiveItem != pPlayer->m_pClientActiveItem) bSend = true; } if (m_iClip != m_iClientClip || state != m_iClientWeaponState || pPlayer->m_iFOV != pPlayer->m_iClientFOV) bSend = true; if (bSend) { MESSAGE_BEGIN(MSG_ONE, gmsgCurWeapon, nullptr, pPlayer->pev); WRITE_BYTE(state); WRITE_BYTE(m_iId); WRITE_BYTE(m_iClip); MESSAGE_END(); m_iClientClip = m_iClip; m_iClientWeaponState = state; pPlayer->m_fWeapon = TRUE; } if (m_pNext) { m_pNext->UpdateClientData(pPlayer); } return 1; } void CBasePlayerWeapon::SendWeaponAnim(int iAnim, int skiplocal) { m_pPlayer->pev->weaponanim = iAnim; #ifdef CLIENT_WEAPONS if (skiplocal && ENGINE_CANSKIP(m_pPlayer->edict())) return; #endif MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, nullptr, m_pPlayer->pev); WRITE_BYTE(iAnim); // sequence number WRITE_BYTE(pev->body); // weaponmodel bodygroup. MESSAGE_END(); } BOOL CBasePlayerWeapon::AddPrimaryAmmo(int iCount, char *szName, int iMaxClip, int iMaxCarry) { int iIdAmmo; if (iMaxClip < 1) { m_iClip = -1; iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry); } else if (m_iClip == 0) { int i; i = Q_min(m_iClip + iCount, iMaxClip); m_iClip += i; iIdAmmo = m_pPlayer->GiveAmmo(iCount - i, szName, iMaxCarry); } else { iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry); } if (iIdAmmo > 0) { m_iPrimaryAmmoType = iIdAmmo; if (m_pPlayer->HasPlayerItem(this)) { // play the "got ammo" sound only if we gave some ammo to a player that already had this gun. // if the player is just getting this gun for the first time, DefaultTouch will play the "picked up gun" sound for us. EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM); } } return iIdAmmo > 0 ? TRUE : FALSE; } BOOL CBasePlayerWeapon::AddSecondaryAmmo(int iCount, char *szName, int iMax) { int iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMax); if (iIdAmmo > 0) { m_iSecondaryAmmoType = iIdAmmo; EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM); } return iIdAmmo > 0 ? TRUE : FALSE; } // IsUseable - this function determines whether or not a // weapon is useable by the player in its current state. // (does it have ammo loaded? do I have any ammo for the // weapon?, etc) BOOL CBasePlayerWeapon::IsUseable() { if (m_iClip <= 0) { if (m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] <= 0 && iMaxAmmo1() != -1) { // clip is empty (or nonexistant) and the player has no more ammo of this type. return FALSE; } } return TRUE; } BOOL CBasePlayerWeapon::CanDeploy() { return TRUE; } BOOL CBasePlayerWeapon::DefaultDeploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal) { if (!CanDeploy()) return FALSE; m_pPlayer->TabulateAmmo(); m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel); m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel); model_name = m_pPlayer->pev->viewmodel; Q_strcpy(m_pPlayer->m_szAnimExtention, szAnimExt); SendWeaponAnim(iAnim, skiplocal); m_pPlayer->m_flNextAttack = 0.75f; m_flTimeWeaponIdle = 1.5f; m_flLastFireTime = 0.0f; m_flDecreaseShotsFired = gpGlobals->time; m_pPlayer->m_iFOV = DEFAULT_FOV; m_pPlayer->pev->fov = DEFAULT_FOV; m_pPlayer->m_iLastZoom = DEFAULT_FOV; m_pPlayer->m_bResumeZoom = false; return TRUE; } void CBasePlayerWeapon::ReloadSound() { CBasePlayer *pPlayer = nullptr; while ((pPlayer = UTIL_FindEntityByClassname(pPlayer, "player"))) { if (pPlayer->IsDormant()) break; if (pPlayer == m_pPlayer) continue; float distance = (m_pPlayer->pev->origin - pPlayer->pev->origin).Length(); if (distance <= MAX_DIST_RELOAD_SOUND) { MESSAGE_BEGIN(MSG_ONE, gmsgReloadSound, nullptr, pPlayer->pev); WRITE_BYTE(int((1.0f - (distance / MAX_DIST_RELOAD_SOUND)) * 255.0f)); if (!Q_strcmp(STRING(pev->classname), "weapon_m3") || !Q_strcmp(STRING(pev->classname), "weapon_xm1014")) WRITE_BYTE(0); else WRITE_BYTE(1); MESSAGE_END(); } } } int CBasePlayerWeapon::DefaultReload(int iClipSize, int iAnim, float fDelay) { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) return FALSE; int j = Q_min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); if (!j) { return FALSE; } m_pPlayer->m_flNextAttack = fDelay; ReloadSound(); SendWeaponAnim(iAnim, UseDecrement() ? 1 : 0); m_fInReload = TRUE; m_flTimeWeaponIdle = fDelay + 0.5f; return TRUE; } BOOL CBasePlayerWeapon::PlayEmptySound() { if (m_iPlayEmptySound) { switch (m_iId) { case WEAPON_USP: case WEAPON_GLOCK18: case WEAPON_P228: case WEAPON_DEAGLE: case WEAPON_ELITE: case WEAPON_FIVESEVEN: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/dryfire_pistol.wav", 0.8, ATTN_NORM); break; default: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/dryfire_rifle.wav", 0.8, ATTN_NORM); break; } } return FALSE; } void CBasePlayerWeapon::ResetEmptySound() { m_iPlayEmptySound = 1; } int CBasePlayerWeapon::PrimaryAmmoIndex() { return m_iPrimaryAmmoType; } int CBasePlayerWeapon::SecondaryAmmoIndex() { return -1; } void CBasePlayerWeapon::Holster(int skiplocal) { // cancel any reload in progress. m_fInReload = FALSE; m_pPlayer->pev->viewmodel = 0; m_pPlayer->pev->weaponmodel = 0; } // called by the new item with the existing item as parameter // // if we call ExtractAmmo(), it's because the player is picking up this type of weapon for // the first time. If it is spawned by the world, m_iDefaultAmmo will have a default ammo amount in it. // if this is a weapon dropped by a dying player, has 0 m_iDefaultAmmo, which means only the ammo in // the weapon clip comes along. int CBasePlayerWeapon::ExtractAmmo(CBasePlayerWeapon *pWeapon) { int res = 0; if (pszAmmo1()) { // blindly call with m_iDefaultAmmo. It's either going to be a value or zero. If it is zero, // we only get the ammo in the weapon's clip, which is what we want. res = pWeapon->AddPrimaryAmmo(m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1()); m_iDefaultAmmo = 0; } if (pszAmmo2()) { res = AddSecondaryAmmo(0, (char *)pszAmmo2(), iMaxAmmo2()); } return res; } // called by the new item's class with the existing item as parameter int CBasePlayerWeapon::ExtractClipAmmo(CBasePlayerWeapon *pWeapon) { int iAmmo; if (m_iClip == WEAPON_NOCLIP) { // guns with no clips always come empty if they are second-hand iAmmo = 0; } else { iAmmo = m_iClip; } return pWeapon->m_pPlayer->GiveAmmo(iAmmo, (char *)pszAmmo1(), iMaxAmmo1()); } // RetireWeapon - no more ammo for this gun, put it away. void CBasePlayerWeapon::RetireWeapon() { // first, no viewmodel at all. m_pPlayer->pev->viewmodel = iStringNull; m_pPlayer->pev->weaponmodel = iStringNull; g_pGameRules->GetNextBestWeapon(m_pPlayer, this); } // GetNextAttackDelay - An accurate way of calcualting the next attack time. float CBasePlayerWeapon::GetNextAttackDelay(float delay) { #ifndef REGAMEDLL_FIXES if (m_flLastFireTime == 0.0f || m_flNextPrimaryAttack == -1.0f) { // At this point, we are assuming that the client has stopped firing // and we are going to reset our book keeping variables. m_flPrevPrimaryAttack = delay; m_flLastFireTime = gpGlobals->time; } #endif #ifdef REGAMEDLL_BUILD_6153 // TODO: Build 6xxx // at build 6153 beta this removed // maybe it was initiated due to the delay of the shot // calculate the time between this shot and the previous float flTimeBetweenFires = gpGlobals->time - m_flLastFireTime; float flCreep = 0.0f; if (flTimeBetweenFires > 0) { flCreep = flTimeBetweenFires - m_flPrevPrimaryAttack; } float flNextAttack = UTIL_WeaponTimeBase() + delay - flCreep; #else float flNextAttack = UTIL_WeaponTimeBase() + delay; #endif // save the last fire time m_flLastFireTime = gpGlobals->time; // we need to remember what the m_flNextPrimaryAttack time is set to for each shot, // store it as m_flPrevPrimaryAttack. m_flPrevPrimaryAttack = flNextAttack - UTIL_WeaponTimeBase(); return flNextAttack; } // true - keep the amount of bpammo // false - let take away bpammo void CBasePlayerWeapon::InstantReload(bool bCanRefillBPAmmo) { // if you already reload //if (m_fInReload) // return; if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) return; m_fInReload = FALSE; m_pPlayer->m_flNextAttack = 0; // complete the reload. int j = Q_min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); if (j == 0) return; // Add them to the clip m_iClip += j; if (!bCanRefillBPAmmo) { m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; } m_pPlayer->TabulateAmmo(); } TYPEDESCRIPTION CWeaponBox::m_SaveData[] = { DEFINE_ARRAY(CWeaponBox, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS), DEFINE_ARRAY(CWeaponBox, m_rgiszAmmo, FIELD_STRING, MAX_AMMO_SLOTS), DEFINE_ARRAY(CWeaponBox, m_rgpPlayerItems, FIELD_CLASSPTR, MAX_ITEM_TYPES), DEFINE_FIELD(CWeaponBox, m_cAmmoTypes, FIELD_INTEGER), }; LINK_ENTITY_TO_CLASS(weaponbox, CWeaponBox, CCSWeaponBox) IMPLEMENT_SAVERESTORE(CWeaponBox, CBaseEntity) void CWeaponBox::Precache() { PRECACHE_MODEL("models/w_weaponbox.mdl"); } void CWeaponBox::KeyValue(KeyValueData *pkvd) { if (m_cAmmoTypes >= MAX_AMMO_SLOTS) { ALERT(at_console, "WeaponBox too full! only %d ammotypes allowed\n", MAX_AMMO_SLOTS); return; } PackAmmo(ALLOC_STRING(pkvd->szKeyName), Q_atoi(pkvd->szValue)); // count this new ammo type. m_cAmmoTypes++; pkvd->fHandled = TRUE; } void CWeaponBox::BombThink() { if (!m_bIsBomb) return; CBasePlayer *pPlayer = nullptr; while ((pPlayer = UTIL_FindEntityByClassname(pPlayer, "player"))) { if (FNullEnt(pPlayer->edict())) break; if (!pPlayer->IsPlayer() || pPlayer->IsDormant()) continue; CBasePlayer *pTempPlayer = GetClassPtr((CBasePlayer *)pPlayer->pev); if (pTempPlayer->pev->deadflag == DEAD_NO && pTempPlayer->m_iTeam == TERRORIST) { MESSAGE_BEGIN(MSG_ONE, gmsgBombDrop, nullptr, pTempPlayer->edict()); WRITE_COORD(pev->origin.x); WRITE_COORD(pev->origin.y); WRITE_COORD(pev->origin.z); WRITE_BYTE(BOMB_FLAG_DROPPED); MESSAGE_END(); } } pev->nextthink = gpGlobals->time + 1.0f; } LINK_HOOK_CLASS_VOID_CHAIN(CWeaponBox, SetModel, (const char *pszModelName), pszModelName) void CWeaponBox::__API_HOOK(SetModel)(const char *pszModelName) { SET_MODEL(ENT(pev), pszModelName); } void CWeaponBox::Spawn() { Precache(); pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_TRIGGER; m_bIsBomb = false; UTIL_SetSize(pev, g_vecZero, g_vecZero); SET_MODEL(ENT(pev), "models/w_weaponbox.mdl"); } // The think function that removes the box from the world. void CWeaponBox::Kill() { // destroy the weapons for (int i = 0; i < MAX_ITEM_TYPES; i++) { CBasePlayerItem *pWeapon = m_rgpPlayerItems[i]; while (pWeapon) { pWeapon->SetThink(&CBaseEntity::SUB_Remove); pWeapon->pev->nextthink = gpGlobals->time + 0.1f; pWeapon = pWeapon->m_pNext; } } // remove the box UTIL_Remove(this); } // Try to add my contents to the toucher if the toucher is a player. void CWeaponBox::Touch(CBaseEntity *pOther) { if (!(pev->flags & FL_ONGROUND)) { return; } if (!pOther->IsPlayer()) { // only players may touch a weaponbox. return; } if (!pOther->IsAlive()) { // no dead guys. return; } CBasePlayer *pPlayer = static_cast(pOther); if (pPlayer->m_bIsVIP || pPlayer->m_bShieldDrawn) return; pPlayer->OnTouchingWeapon(this); bool bRemove = true; bool bEmitSound = false; // go through my weapons and try to give the usable ones to the player. // it's important the the player be given ammo first, so the weapons code doesn't refuse // to deploy a better weapon that the player may pick up because he has no ammo for it. for (int i = 0; i < MAX_ITEM_TYPES; i++) { if (!m_rgpPlayerItems[i]) continue; CBasePlayerItem *pItem = m_rgpPlayerItems[i]; // have at least one weapon in this slot while (pItem) { if ((pPlayer->HasShield() && pItem->m_iId == WEAPON_ELITE) || (pPlayer->IsBot() && TheCSBots() && !TheCSBots()->IsWeaponUseable(pItem))) { return; } #ifdef REGAMEDLL_ADD if (pPlayer->HasRestrictItem((pItem->m_iId == WEAPON_SHIELDGUN) ? ITEM_SHIELDGUN : (ItemID)pItem->m_iId, ITEM_TYPE_TOUCHED)) return; #endif if (FClassnameIs(pItem->pev, "weapon_c4")) { #ifdef REGAMEDLL_FIXES if (pPlayer->m_iTeam != TERRORIST) return; #else if (pPlayer->m_iTeam != TERRORIST || pPlayer->pev->deadflag != DEAD_NO) return; #endif if (pPlayer->m_bShowHints && !(pPlayer->m_flDisplayHistory & DHF_BOMB_RETRIEVED)) { pPlayer->m_flDisplayHistory |= DHF_BOMB_RETRIEVED; pPlayer->HintMessage("#Hint_you_have_the_bomb"); } else ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Got_bomb"); UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Got_The_Bomb\"\n", STRING(pPlayer->pev->netname), GETPLAYERUSERID(pPlayer->edict()), GETPLAYERAUTHID(pPlayer->edict())); g_pGameRules->m_bBombDropped = FALSE; MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR); WRITE_BYTE(9); WRITE_BYTE(DRC_CMD_EVENT); WRITE_SHORT(ENTINDEX(pPlayer->edict())); WRITE_SHORT(ENTINDEX(edict())); WRITE_LONG(6); MESSAGE_END(); pPlayer->m_bHasC4 = true; pPlayer->SetBombIcon(FALSE); pPlayer->pev->body = 1; CBaseEntity *pEntity = nullptr; while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player"))) { if (FNullEnt(pEntity->edict())) break; if (!pEntity->IsPlayer()) continue; if (pEntity->pev->flags == FL_DORMANT) continue; CBasePlayer *pTempPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); if (pTempPlayer->pev->deadflag == DEAD_NO && pTempPlayer->m_iTeam == TERRORIST) { if (pTempPlayer != pPlayer) { ClientPrint(pTempPlayer->pev, HUD_PRINTCENTER, "#Game_bomb_pickup", STRING(pPlayer->pev->netname)); } MESSAGE_BEGIN(MSG_ONE, gmsgBombPickup, nullptr, pTempPlayer->pev); MESSAGE_END(); } } if (TheCSBots()) { TheCSBots()->SetLooseBomb(nullptr); } if (TheBots) { TheBots->OnEvent(EVENT_BOMB_PICKED_UP, pPlayer); } } if (i >= PRIMARY_WEAPON_SLOT && i <= PISTOL_SLOT && pPlayer->m_rgpPlayerItems[i]) { // ... } else if (i == GRENADE_SLOT) { CBasePlayerWeapon *pGrenade = static_cast(m_rgpPlayerItems[i]); if (pGrenade && pGrenade->IsWeapon()) { int playerGrenades = pPlayer->m_rgAmmo[pGrenade->m_iPrimaryAmmoType]; #ifdef REGAMEDLL_FIXES auto info = GetWeaponInfo(pGrenade->m_iId); if (info && playerGrenades < info->maxRounds) { auto pNext = m_rgpPlayerItems[i]->m_pNext; if (pPlayer->AddPlayerItem(pItem)) { pItem->AttachToPlayer(pPlayer); bEmitSound = true; } // unlink this weapon from the box m_rgpPlayerItems[i] = pItem = pNext; continue; } #else int maxGrenades = 0; const char *grenadeName = nullptr; switch (pGrenade->m_iId) { case WEAPON_HEGRENADE: grenadeName = "weapon_hegrenade"; maxGrenades = 1; break; case WEAPON_SMOKEGRENADE: grenadeName = "weapon_smokegrenade"; maxGrenades = 1; break; case WEAPON_FLASHBANG: grenadeName = "weapon_flashbang"; maxGrenades = 2; break; } if (playerGrenades < maxGrenades && grenadeName) { // CRITICAL BUG: since gives a new entity using GiveNamedItem, // but the entity is packaged in a weaponbox still exists and will never used or removed. It's leak! // How reproduced: Drop your grenade on the ground, check output of command `entity_dump`, // there we will see only get one grenade. Next step - pick it up, do check again `entity_dump`, // but this time we'll see them x2. bEmitSound = true; pPlayer->GiveNamedItem(grenadeName); // unlink this weapon from the box pItem = m_rgpPlayerItems[i]->m_pNext; m_rgpPlayerItems[i] = pItem; continue; } #endif } } else if (pPlayer->HasShield() && i == PRIMARY_WEAPON_SLOT) { // ... } else { auto pNext = m_rgpPlayerItems[i]->m_pNext; if (pPlayer->AddPlayerItem(pItem)) { pItem->AttachToPlayer(pPlayer); bEmitSound = true; } // unlink this weapon from the box m_rgpPlayerItems[i] = pItem = pNext; continue; } bRemove = false; pItem = m_rgpPlayerItems[i]->m_pNext; } } if (bRemove) { // dole out ammo for (int n = 0; n < MAX_AMMO_SLOTS; n++) { if (!FStringNull(m_rgiszAmmo[n])) { // there's some ammo of this type. pPlayer->GiveAmmo(m_rgAmmo[n], (char *)STRING(m_rgiszAmmo[n]), MaxAmmoCarry(m_rgiszAmmo[n])); // now empty the ammo from the weaponbox since we just gave it to the player m_rgiszAmmo[n] = iStringNull; m_rgAmmo[n] = 0; } } } if (bEmitSound) { EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM); } if (bRemove) { SetTouch(nullptr); UTIL_Remove(this); } } // Add this weapon to the box BOOL CWeaponBox::PackWeapon(CBasePlayerItem *pWeapon) { // is one of these weapons already packed in this box? if (HasWeapon(pWeapon)) { // box can only hold one of each weapon type return FALSE; } if (pWeapon->m_pPlayer) { if (pWeapon->m_pPlayer->m_pActiveItem == pWeapon) { pWeapon->Holster(); } if (!pWeapon->m_pPlayer->RemovePlayerItem(pWeapon)) { // failed to unhook the weapon from the player! return FALSE; } } int iWeaponSlot = pWeapon->iItemSlot(); if (m_rgpPlayerItems[iWeaponSlot]) { // there's already one weapon in this slot, so link this into the slot's column pWeapon->m_pNext = m_rgpPlayerItems[iWeaponSlot]; m_rgpPlayerItems[iWeaponSlot] = pWeapon; } else { // first weapon we have for this slot m_rgpPlayerItems[iWeaponSlot] = pWeapon; pWeapon->m_pNext = nullptr; } // never respawn pWeapon->pev->spawnflags |= SF_NORESPAWN; pWeapon->pev->movetype = MOVETYPE_NONE; pWeapon->pev->solid = SOLID_NOT; pWeapon->pev->effects = EF_NODRAW; pWeapon->pev->modelindex = 0; pWeapon->pev->model = 0; pWeapon->pev->owner = ENT(pev); pWeapon->SetThink(nullptr); pWeapon->SetTouch(nullptr); pWeapon->m_pPlayer = nullptr; return TRUE; } BOOL CWeaponBox::PackAmmo(string_t iszName, int iCount) { if (!iszName) { // error here ALERT(at_console, "NULL String in PackAmmo!\n"); return FALSE; } int iMaxCarry = MaxAmmoCarry(iszName); if (iMaxCarry != -1 && iCount > 0) { GiveAmmo(iCount, (char *)STRING(iszName), iMaxCarry); return TRUE; } return FALSE; } int CWeaponBox::GiveAmmo(int iCount, char *szName, int iMax, int *pIndex) { int i; for (i = 1; i < MAX_AMMO_SLOTS && !FStringNull(m_rgiszAmmo[i]); i++) { if (!Q_stricmp(szName, STRING(m_rgiszAmmo[i]))) { if (pIndex) *pIndex = i; int iAdd = Q_min(iCount, iMax - m_rgAmmo[i]); if (iCount == 0 || iAdd > 0) { m_rgAmmo[i] += iAdd; return i; } return -1; } } if (i < MAX_AMMO_SLOTS) { if (pIndex) *pIndex = i; m_rgiszAmmo[i] = MAKE_STRING(szName); m_rgAmmo[i] = iCount; return i; } ALERT(at_console, "out of named ammo slots\n"); return i; } // Is a weapon of this type already packed in this box? BOOL CWeaponBox::HasWeapon(CBasePlayerItem *pCheckItem) { CBasePlayerItem *pItem = m_rgpPlayerItems[pCheckItem->iItemSlot()]; while (pItem) { if (FClassnameIs(pItem->pev, pCheckItem->pev->classname)) { return TRUE; } pItem = pItem->m_pNext; } return FALSE; } // Is there anything in this box? BOOL CWeaponBox::IsEmpty() { int i; for (i = 0; i < MAX_ITEM_TYPES; i++) { if (m_rgpPlayerItems[i]) { return FALSE; } } for (i = 0; i < MAX_AMMO_SLOTS; i++) { if (m_rgiszAmmo[i]) { // still have a bit of this type of ammo return FALSE; } } return TRUE; } void CWeaponBox::SetObjectCollisionBox() { pev->absmin = pev->origin + Vector(-16, -16, 0); pev->absmax = pev->origin + Vector(16, 16, 16); } char *CArmoury::m_ItemModels[] = { "models/w_mp5.mdl", "models/w_tmp.mdl", "models/w_p90.mdl", "models/w_mac10.mdl", "models/w_ak47.mdl", "models/w_sg552.mdl", "models/w_m4a1.mdl", "models/w_aug.mdl", "models/w_scout.mdl", "models/w_g3sg1.mdl", "models/w_awp.mdl", "models/w_m3.mdl", "models/w_xm1014.mdl", "models/w_m249.mdl", "models/w_flashbang.mdl", "models/w_hegrenade.mdl", "models/w_kevlar.mdl", "models/w_assault.mdl", "models/w_smokegrenade.mdl", #ifdef REGAMEDLL_ADD "models/w_shield.mdl", "models/w_famas.mdl", "models/w_sg550.mdl", "models/w_galil.mdl", "models/w_ump45.mdl", "models/w_glock18.mdl", "models/w_usp.mdl", "models/w_elite.mdl", "models/w_fiveseven.mdl", "models/w_p228.mdl", "models/w_deagle.mdl" #endif }; void CArmoury::Spawn() { Precache(); pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_TRIGGER; UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16)); UTIL_SetOrigin(pev, pev->origin); SetTouch(&CArmoury::ArmouryTouch); if (m_iItem < ARRAYSIZE(m_ItemModels)) { SET_MODEL(ENT(pev), m_ItemModels[m_iItem]); } if (m_iCount <= 0) { m_iCount = 1; } #ifdef REGAMEDLL_FIXES // Cache the placed origin of source point pev->oldorigin = pev->origin; #endif m_bAlreadyCounted = false; m_iInitialCount = m_iCount; } void CArmoury::Restart() { #ifdef REGAMEDLL_FIXES // This code refers to the mode of Escape. (Because there is relationship to the team Terrorists) if (CSGameRules()->m_bMapHasEscapeZone) #endif { if (m_iItem == ARMOURY_FLASHBANG || m_iItem == ARMOURY_HEGRENADE) { if (!m_bAlreadyCounted) { m_bAlreadyCounted = true; CSGameRules()->m_iTotalGrenadeCount += m_iInitialCount; m_iCount = m_iInitialCount; Draw(); return; } float flRatio = real_t(m_iInitialCount / CSGameRules()->m_iTotalGrenadeCount) * real_t(CSGameRules()->m_iNumTerrorist) * 1.75; m_iCount = int(flRatio); } else if (m_iItem == ARMOURY_KEVLAR || m_iItem == ARMOURY_ASSAULT) { if (!m_bAlreadyCounted) { m_bAlreadyCounted = true; CSGameRules()->m_iTotalArmourCount += m_iInitialCount; m_iCount = m_iInitialCount; Draw(); return; } float flRatio = real_t(m_iInitialCount / CSGameRules()->m_iTotalArmourCount) * real_t(CSGameRules()->m_iNumTerrorist); m_iCount = int(flRatio); } else { if (!m_bAlreadyCounted) { m_bAlreadyCounted = true; CSGameRules()->m_iTotalGunCount += m_iInitialCount; m_iCount = m_iInitialCount; Draw(); return; } float flRatio = real_t(m_iInitialCount / CSGameRules()->m_iTotalGunCount) * real_t(CSGameRules()->m_iNumTerrorist) * 0.85; m_iCount = int(flRatio); } } #ifdef REGAMEDLL_FIXES else { m_iCount = m_iInitialCount; } #endif if (m_iCount < 1) m_iCount = 1; Draw(); #ifdef REGAMEDLL_FIXES // Restored origin from the cache UTIL_SetOrigin(pev, pev->oldorigin); DROP_TO_FLOOR(edict()); #endif } void CArmoury::Precache() { if (m_iItem < ARRAYSIZE(m_ItemModels)) { PRECACHE_MODEL(m_ItemModels[m_iItem]); } } void CArmoury::Draw() { pev->effects &= ~EF_NODRAW; #ifdef REGAMEDLL_FIXES pev->solid = SOLID_TRIGGER; #endif } void CArmoury::Hide() { pev->effects |= EF_NODRAW; #ifdef REGAMEDLL_FIXES // more not to touch with the world. pev->solid = SOLID_NOT; #endif } struct ArmouryItemStruct { const char *entityName; char *ammoName; int giveAmount; int maxRounds; } armouryItemInfo[] = { { "weapon_mp5navy", "9mm", 60, MAX_AMMO_9MM }, // ARMOURY_MP5NAVY { "weapon_tmp", "9mm", 60, MAX_AMMO_9MM }, // ARMOURY_TMP { "weapon_p90", "57mm", 50, MAX_AMMO_57MM }, // ARMOURY_P90 { "weapon_mac10", "45acp", 60, MAX_AMMO_45ACP }, // ARMOURY_MAC10 { "weapon_ak47", "762Nato", 60, MAX_AMMO_762NATO }, // ARMOURY_AK47 { "weapon_sg552", "556Nato", 60, MAX_AMMO_556NATO }, // ARMOURY_SG552 { "weapon_m4a1", "556Nato", 60, MAX_AMMO_556NATO }, // ARMOURY_M4A1 { "weapon_aug", "556Nato", 60, MAX_AMMO_556NATO }, // ARMOURY_AUG { "weapon_scout", "762Nato", 30, MAX_AMMO_762NATO }, // ARMOURY_SCOUT { "weapon_g3sg1", "762Nato", 30, MAX_AMMO_762NATO }, // ARMOURY_G3SG1 { "weapon_awp", "338Magnum", 20, MAX_AMMO_338MAGNUM }, // ARMOURY_AWP { "weapon_m3", "buckshot", 24, MAX_AMMO_BUCKSHOT }, // ARMOURY_M3 { "weapon_xm1014", "buckshot", 24, MAX_AMMO_BUCKSHOT }, // ARMOURY_XM1014 { "weapon_m249", "556NatoBox", 60, MAX_AMMO_556NATOBOX }, // ARMOURY_M249 { nullptr, nullptr, 0, 0 }, // ARMOURY_FLASHBANG { nullptr, nullptr, 0, 0 }, // ARMOURY_HEGRENADE { nullptr, nullptr, 0, 0 }, // ARMOURY_KEVLAR { nullptr, nullptr, 0, 0 }, // ARMOURY_ASSAULT { nullptr, nullptr, 0, 0 }, // ARMOURY_SMOKEGRENADE { nullptr, nullptr, 0, 0 }, // ARMOURY_SHIELD { "weapon_famas", "556Nato", 90, MAX_AMMO_556NATO }, // ARMOURY_FAMAS { "weapon_sg550", "556Nato", 90, MAX_AMMO_556NATO }, // ARMOURY_SG550 { "weapon_galil", "556Nato", 90, MAX_AMMO_556NATO }, // ARMOURY_GALIL { "weapon_ump45", "45acp", 100, MAX_AMMO_45ACP }, // ARMOURY_UMP45 { "weapon_glock18", "9mm", 120, MAX_AMMO_9MM }, // ARMOURY_GLOCK18 { "weapon_usp", "45acp", 100, MAX_AMMO_45ACP }, // ARMOURY_USP { "weapon_elite", "9mm", 120, MAX_AMMO_9MM }, // ARMOURY_ELITE { "weapon_fiveseven", "57mm", 100, MAX_AMMO_57MM }, // ARMOURY_FIVESEVEN { "weapon_p228", "357SIG", 52, MAX_AMMO_357SIG }, // ARMOURY_P228 { "weapon_deagle", "50AE", 35, MAX_AMMO_50AE }, // ARMOURY_DEAGLE }; void CArmoury::ArmouryTouch(CBaseEntity *pOther) { if (!pOther->IsPlayer()) return; CBasePlayer *pToucher = static_cast(pOther); if (pToucher->m_bIsVIP) return; #ifdef REGAMEDLL_ADD if (pToucher->HasRestrictItem(GetItemIdByArmoury(m_iItem), ITEM_TYPE_TOUCHED)) return; #endif #ifdef REGAMEDLL_FIXES if (pToucher->IsBot() && TheCSBots() && !TheCSBots()->IsWeaponUseable(m_iItem)) return; #endif // primary weapons if (m_iCount > 0 && (m_iItem <= ARMOURY_M249 #ifdef REGAMEDLL_ADD || (m_iItem >= ARMOURY_FAMAS && m_iItem <= ARMOURY_UMP45) #endif )) { if (pToucher->m_bHasPrimary) return; m_iCount--; auto item = &armouryItemInfo[m_iItem]; #ifdef REGAMEDLL_FIXES pToucher->GiveNamedItemEx(item->entityName); #else pToucher->GiveNamedItem(item->entityName); #endif pToucher->GiveAmmo(item->giveAmount, item->ammoName, item->maxRounds); } #ifdef REGAMEDLL_ADD // secondary weapons (pistols) else if (m_iCount > 0 && m_iItem >= ARMOURY_GLOCK18) { if (pToucher->m_rgpPlayerItems[PISTOL_SLOT]) return; if (pToucher->HasShield() && m_iItem == ARMOURY_ELITE) return; m_iCount--; auto item = &armouryItemInfo[m_iItem]; pToucher->GiveNamedItemEx(item->entityName); pToucher->GiveAmmo(item->giveAmount, item->ammoName, item->maxRounds); } #endif // items & grenades else if (m_iCount > 0 && m_iItem >= ARMOURY_FLASHBANG) { switch (m_iItem) { case ARMOURY_FLASHBANG: { if (pToucher->AmmoInventory(AMMO_FLASHBANG) >= MaxAmmoCarry(WEAPON_FLASHBANG)) return; pToucher->GiveNamedItem("weapon_flashbang"); m_iCount--; break; } case ARMOURY_HEGRENADE: { if (pToucher->AmmoInventory(AMMO_HEGRENADE) >= MaxAmmoCarry(WEAPON_HEGRENADE)) return; pToucher->GiveNamedItem("weapon_hegrenade"); m_iCount--; break; } case ARMOURY_KEVLAR: { if (pToucher->m_iKevlar == ARMOR_KEVLAR) return; pToucher->GiveNamedItem("item_kevlar"); m_iCount--; break; } case ARMOURY_ASSAULT: { if (pToucher->m_iKevlar == ARMOR_VESTHELM) return; pToucher->GiveNamedItem("item_assaultsuit"); m_iCount--; break; } case ARMOURY_SMOKEGRENADE: { if (pToucher->AmmoInventory(AMMO_SMOKEGRENADE) >= MaxAmmoCarry(WEAPON_SMOKEGRENADE)) return; pToucher->GiveNamedItem("weapon_smokegrenade"); m_iCount--; break; } #ifdef REGAMEDLL_ADD case ARMOURY_SHIELD: { if (pToucher->m_bHasPrimary || (pToucher->m_rgpPlayerItems[PISTOL_SLOT] && pToucher->GetItemById(WEAPON_ELITE))) return; pToucher->GiveNamedItemEx("weapon_shield"); m_iCount--; break; } #endif } } if (!m_iCount) Hide(); } void CArmoury::KeyValue(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "item")) { m_iItem = (ArmouryItemPack)Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "count")) { m_iCount = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else { CBaseEntity::KeyValue(pkvd); } } #ifdef REGAMEDLL_FIXES void CArmoury::SetObjectCollisionBox() { pev->absmin = pev->origin + Vector(-16, -16, 0); pev->absmax = pev->origin + Vector(16, 16, 16); } #endif LINK_ENTITY_TO_CLASS(armoury_entity, CArmoury, CCSArmoury) #ifdef REGAMEDLL_API #define m_ItemInfoEx CSPlayerItem()->m_ItemInfo #else #define m_ItemInfoEx m_ItemInfoArray[m_iId] #endif const char *CBasePlayerItem::pszAmmo1() const { return m_ItemInfoEx.pszAmmo1; } int CBasePlayerItem::iMaxAmmo1() const { return m_ItemInfoEx.iMaxAmmo1; } const char *CBasePlayerItem::pszAmmo2() const { return m_ItemInfoEx.pszAmmo2; } int CBasePlayerItem::iMaxAmmo2() const { return m_ItemInfoEx.iMaxAmmo2; } const char *CBasePlayerItem::pszName() const { return m_ItemInfoEx.pszName; } int CBasePlayerItem::iMaxClip() const { return m_ItemInfoEx.iMaxClip; } int CBasePlayerItem::iWeight() const { return m_ItemInfoEx.iWeight; } int CBasePlayerItem::iFlags() const { return m_ItemInfoEx.iFlags; }