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https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-29 08:05:46 +03:00
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commit
4d90a5f4fa
@ -1846,6 +1846,58 @@ void CWeaponBox::Kill()
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UTIL_Remove(this);
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UTIL_Remove(this);
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}
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}
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bool CWeaponBox::GiveAmmoToPlayer(CBasePlayer *pPlayer, CBasePlayerWeapon *pWeapon, int iCurrentAmmo, const char *pszAmmo, int iMaxAmmo, CBasePlayerItem **pGivenItem)
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{
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if (iCurrentAmmo >= iMaxAmmo)
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return false; // can't pickup more, these ammo are full in backpack
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// If already have a weapon in backpack, just refill ammo for it
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if (iCurrentAmmo > 0)
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{
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int iAmmoIndex = GetAmmoIndex(pszAmmo);
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if (iAmmoIndex > 0)
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{
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// how many gren ammo can pick up?
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int iAmmoPickup = min(m_rgAmmo[iAmmoIndex], iMaxAmmo - iCurrentAmmo);
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if (iAmmoPickup > 0)
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{
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if (!FStringNull(m_rgiszAmmo[iAmmoIndex]) &&
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pPlayer->GiveAmmo(iAmmoPickup, STRING(m_rgiszAmmo[iAmmoIndex]), iMaxAmmo) != -1)
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{
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m_rgAmmo[iAmmoIndex] -= iAmmoPickup;
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if (m_rgAmmo[iAmmoIndex] < 0)
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m_rgAmmo[iAmmoIndex] = 0;
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EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM);
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}
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}
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// ammo exhausted, remove this weapon
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if (m_rgAmmo[iAmmoIndex] <= 0)
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{
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pWeapon->Kill();
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// unlink this weapon from the box
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return true;
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}
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// ammo has not been exhausted yet, keep this weapon in weaponbox
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return false;
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}
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}
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// If no weapon in backpack, then issue weapon
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if (pPlayer->AddPlayerItem(pWeapon))
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{
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pWeapon->AttachToPlayer(pPlayer);
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if (pGivenItem) *pGivenItem = pWeapon;
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}
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// unlink this weapon from the box
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return true;
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}
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// Try to add my contents to the toucher if the toucher is a player.
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// Try to add my contents to the toucher if the toucher is a player.
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void CWeaponBox::Touch(CBaseEntity *pOther)
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void CWeaponBox::Touch(CBaseEntity *pOther)
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{
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{
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@ -1991,38 +2043,17 @@ void CWeaponBox::Touch(CBaseEntity *pOther)
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int playerGrenades = pPlayer->m_rgAmmo[pGrenade->m_iPrimaryAmmoType];
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int playerGrenades = pPlayer->m_rgAmmo[pGrenade->m_iPrimaryAmmoType];
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#ifdef REGAMEDLL_FIXES
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#ifdef REGAMEDLL_FIXES
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// sorry for hardcode :(
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CBasePlayerItem *pNext = m_rgpPlayerItems[i]->m_pNext;
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const int boxAmmoSlot = 1;
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if (playerGrenades < pGrenade->iMaxAmmo1())
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// Pickup grenade item or refill ammo
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if (GiveAmmoToPlayer(pPlayer, pGrenade,
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playerGrenades, pGrenade->pszAmmo1(), pGrenade->iMaxAmmo1(), &givenItem))
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{
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{
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if (m_rgAmmo[boxAmmoSlot] > 1 && playerGrenades > 0)
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{
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if (!FStringNull(m_rgiszAmmo[boxAmmoSlot])
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&& pPlayer->GiveAmmo(1, STRING(m_rgiszAmmo[boxAmmoSlot]), pGrenade->iMaxAmmo1()) != -1)
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{
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m_rgAmmo[boxAmmoSlot]--;
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EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM);
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}
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}
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else
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{
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auto pNext = m_rgpPlayerItems[i]->m_pNext;
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if (pPlayer->AddPlayerItem(pItem))
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{
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pItem->AttachToPlayer(pPlayer);
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givenItem = pItem;
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}
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// unlink this weapon from the box
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// unlink this weapon from the box
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m_rgpPlayerItems[i] = pItem = pNext;
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m_rgpPlayerItems[i] = pItem = pNext;
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continue;
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continue;
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}
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}
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}
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#else
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#else
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int maxGrenades = 0;
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int maxGrenades = 0;
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const char *grenadeName = nullptr;
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const char *grenadeName = nullptr;
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@ -2096,13 +2127,18 @@ void CWeaponBox::Touch(CBaseEntity *pOther)
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{
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{
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if (!FStringNull(m_rgiszAmmo[n]))
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if (!FStringNull(m_rgiszAmmo[n]))
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{
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{
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// there's some ammo of this type.
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// there's some ammo of this type
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#ifndef REGAMEDLL_ADD
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if (m_rgAmmo[n] > 0)
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pPlayer->GiveAmmo(m_rgAmmo[n], (char *)STRING(m_rgiszAmmo[n]), MaxAmmoCarry(m_rgiszAmmo[n]));
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{
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#ifdef REGAMEDLL_ADD
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int iMaxAmmo = m_rgAmmo[n];
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#else
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#else
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pPlayer->GiveAmmo(m_rgAmmo[n], STRING(m_rgiszAmmo[n]), m_rgAmmo[n]);
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int iMaxAmmo = MaxAmmoCarry(m_rgiszAmmo[n]);
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#endif
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#endif
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pPlayer->GiveAmmo(m_rgAmmo[n], STRING(m_rgiszAmmo[n]), iMaxAmmo);
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}
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// now empty the ammo from the weaponbox since we just gave it to the player
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// now empty the ammo from the weaponbox since we just gave it to the player
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m_rgiszAmmo[n] = iStringNull;
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m_rgiszAmmo[n] = iStringNull;
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m_rgAmmo[n] = 0;
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m_rgAmmo[n] = 0;
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@ -2242,6 +2278,24 @@ int CWeaponBox::GiveAmmo(int iCount, char *szName, int iMax, int *pIndex)
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return i;
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return i;
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}
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}
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int CWeaponBox::GetAmmoIndex(const char *psz) const
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{
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if (!psz)
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return -1;
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int i;
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for (i = 1; i < MAX_AMMO_SLOTS; i++)
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{
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if (FStringNull(m_rgiszAmmo[i]))
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continue;
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if (!Q_stricmp(STRING(m_rgiszAmmo[i]), psz))
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return i;
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}
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return -1;
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}
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// Is a weapon of this type already packed in this box?
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// Is a weapon of this type already packed in this box?
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BOOL CWeaponBox::HasWeapon(CBasePlayerItem *pCheckItem)
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BOOL CWeaponBox::HasWeapon(CBasePlayerItem *pCheckItem)
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{
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{
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@ -477,6 +477,9 @@ public:
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public:
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public:
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BOOL IsEmpty();
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BOOL IsEmpty();
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int GiveAmmo(int iCount, char *szName, int iMax, int *pIndex = nullptr);
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int GiveAmmo(int iCount, char *szName, int iMax, int *pIndex = nullptr);
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int GetAmmoIndex(const char *psz) const;
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bool GiveAmmoToPlayer(CBasePlayer *pPlayer, CBasePlayerWeapon *pWeapon,
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int iCurrentAmmo, const char *pszAmmo, int iMaxAmmo, CBasePlayerItem **pGivenItem = NULL);
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void EXPORT Kill();
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void EXPORT Kill();
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void EXPORT BombThink();
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void EXPORT BombThink();
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