Added custom healthkit/battery I/O/KV

This commit is contained in:
Blixibon 2021-04-20 19:54:52 -05:00
parent 6b2f8fce7a
commit 1d30a34a73

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@ -4083,6 +4083,23 @@
input SetAmmoMultiplier(float) : "Sets the multiplier for the amount of ammo this item gives." input SetAmmoMultiplier(float) : "Sets the multiplier for the amount of ammo this item gives."
] ]
@BaseClass base(Item) = ItemHealth
[
HealthMultiplier(float) : "Health Multiplier" : "1.0" : "Multiplies the amount of health this item gives."
// Inputs
input SetHealthMultiplier(float) : "Sets the multiplier for the amount of health this item gives."
]
@BaseClass base(Item, Studiomodel) = ItemBattery
[
PowerMultiplier(float) : "Power Multiplier" : "1.0" : "Multiplies the amount of armor this item gives."
model(studio) : "Model" : "models/items/battery.mdl" : "The battery's model."
// Inputs
input SetPowerMultiplier(float) : "Sets the multiplier for the amount of armor this item gives."
]
@PointClass base(Item) studio("models/items/healthkit.mdl") = item_dynamic_resupply : "A dynamic item. When the player enters the PVS of this entity, " + @PointClass base(Item) studio("models/items/healthkit.mdl") = item_dynamic_resupply : "A dynamic item. When the player enters the PVS of this entity, " +
"it will determine the item most needed by the player, spawn one of those items, and remove itself. To determine which item the player most needs, it " + "it will determine the item most needed by the player, spawn one of those items, and remove itself. To determine which item the player most needs, it " +
"calculates which of the Desired Health/Armor/Ammo ratios the player is farthest from.\n\nIf the player is above all the desired levels, then no item " + "calculates which of the Desired Health/Armor/Ammo ratios the player is farthest from.\n\nIf the player is above all the desired levels, then no item " +
@ -4130,9 +4147,9 @@
@PointClass base(ItemAmmo) studio("models/items/BoxBuckshot.mdl")= item_box_buckshot : "Box Buckshot" [] @PointClass base(ItemAmmo) studio("models/items/BoxBuckshot.mdl")= item_box_buckshot : "Box Buckshot" []
@PointClass base(ItemAmmo) studio("models/weapons/w_missile_closed.mdl")= item_rpg_round : "RPG Round" [] @PointClass base(ItemAmmo) studio("models/weapons/w_missile_closed.mdl")= item_rpg_round : "RPG Round" []
@PointClass base(ItemAmmo) studio("models/items/AR2_Grenade.mdl")= item_ammo_smg1_grenade : "SMG1 Grenade" [] @PointClass base(ItemAmmo) studio("models/items/AR2_Grenade.mdl")= item_ammo_smg1_grenade : "SMG1 Grenade" []
@PointClass base(Item) studio("models/items/battery.mdl") = item_battery : "HEV battery" [] @PointClass base(ItemBattery) studioprop() = item_battery : "HEV battery" []
@PointClass base(Item) studio("models/items/healthkit.mdl") = item_healthkit : "Small Health Kit" [] @PointClass base(ItemHealth) studio("models/items/healthkit.mdl") = item_healthkit : "Small Health Kit" []
@PointClass base(Item) studio("models/healthvial.mdl") = item_healthvial : "Personal Health Kit" [] @PointClass base(ItemHealth) studio("models/healthvial.mdl") = item_healthvial : "Personal Health Kit" []
@PointClass base(ItemAmmo) studio("models/items/combine_rifle_ammo01.mdl") = item_ammo_ar2_altfire : "AR2 Alt-fire Round" [] @PointClass base(ItemAmmo) studio("models/items/combine_rifle_ammo01.mdl") = item_ammo_ar2_altfire : "AR2 Alt-fire Round" []
@PointClass base(Item) studio("models/items/hevsuit.mdl") = item_suit : "HEV Suit" @PointClass base(Item) studio("models/items/hevsuit.mdl") = item_suit : "HEV Suit"
[ [
@ -4142,6 +4159,16 @@
] ]
] ]
@PointClass base(Item, Studiomodel) studioprop() = item_healthkit_custom : "Custom Health Kit"
[
model(studio) : "Model" : "models/items/healthkit.mdl" : "The health kit's model."
HealthAmount(float) : "Health Amount" : "25" : "The amount of health this item gives."
TouchSound(sound) : "Touch Sound" : "HealthKit.Touch" : "The sound to make when this item is picked up and used."
// Inputs
input SetHealthAmount(float) : "Sets the amount of health this item gives."
]
@PointClass base(Targetname, Parentname, Angles, RenderFields, BaseFadeProp) studio("models/items/ammocrate_empty.mdl") = item_ammo_crate : "Ammo Crate" @PointClass base(Targetname, Parentname, Angles, RenderFields, BaseFadeProp) studio("models/items/ammocrate_empty.mdl") = item_ammo_crate : "Ammo Crate"
[ [
AmmoType(choices) : "Ammo Type" : 0 = AmmoType(choices) : "Ammo Type" : 0 =