#include "precompiled.h" /* ../cstrike/dlls/items.cpp:46 */ LINK_ENTITY_TO_CLASS(world_items, CWorldItem); /* ../cstrike/dlls/items.cpp:48 */ void CWorldItem::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "type")) { m_iType = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseEntity::KeyValue(pkvd); } /* ../cstrike/dlls/items.cpp:59 */ void CWorldItem::__MAKE_VHOOK(Spawn)(void) { CBaseEntity *pEntity = NULL; switch (m_iType) { case 41: // ITEM_HEALTHKIT break; case 42: // ITEM_ANTIDOTE pEntity = CBaseEntity::Create("item_antidote", pev->origin, pev->angles); break; case 43: // ITEM_SECURITY pEntity = CBaseEntity::Create("item_security", pev->origin, pev->angles); break; case 44: // ITEM_BATTERY pEntity = CBaseEntity::Create("item_battery", pev->origin, pev->angles); break; case 45: // ITEM_SUIT pEntity = CBaseEntity::Create("item_suit", pev->origin, pev->angles); break; } if (pEntity != NULL) { pEntity->pev->target = pev->target; pEntity->pev->targetname = pev->targetname; pEntity->pev->spawnflags = pev->spawnflags; } REMOVE_ENTITY(edict()); } /* ../cstrike/dlls/items.cpp:94 */ void CItem::__MAKE_VHOOK(Spawn)(void) { pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_TRIGGER; UTIL_SetOrigin(pev, pev->origin); UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16)); SetTouch(&CItem::ItemTouch); if (!DROP_TO_FLOOR(ENT(pev))) { UTIL_Remove(this); return; } } /* ../cstrike/dlls/items.cpp:112 */ void CItem::ItemTouch(CBaseEntity *pOther) { if (!pOther->IsPlayer() || pOther->pev->deadflag != DEAD_NO) return; CBasePlayer *pPlayer = (CBasePlayer *)pOther; if (!g_pGameRules->CanHaveItem(pPlayer, this)) return; if (MyTouch(pPlayer)) { SUB_UseTargets(pOther, USE_TOGGLE, 0); SetTouch(NULL); g_pGameRules->PlayerGotItem(pPlayer, this); if (g_pGameRules->ItemShouldRespawn(this) == GR_ITEM_RESPAWN_YES) Respawn(); else UTIL_Remove(this); } else if (gEvilImpulse101) UTIL_Remove(this); } /* ../cstrike/dlls/items.cpp:154 */ CBaseEntity *CItem::__MAKE_VHOOK(Respawn)(void) { SetTouch(NULL); pev->effects |= EF_NODRAW; // blip to whereever you should respawn. UTIL_SetOrigin(pev, g_pGameRules->VecItemRespawnSpot(this)); SetThink(&CItem::Materialize); pev->nextthink = g_pGameRules->FlItemRespawnTime(this); return this; } /* ../cstrike/dlls/items.cpp:166 */ void CItem::Materialize(void) { if (pev->effects & EF_NODRAW) { // changing from invisible state to visible. EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", VOL_NORM, ATTN_NORM, 0, 150); pev->effects &= ~EF_NODRAW; pev->effects |= EF_MUZZLEFLASH; } SetTouch(&CItem::ItemTouch); } /* ../cstrike/dlls/items.cpp:190 */ void CItemSuit::__MAKE_VHOOK(Spawn)(void) { Precache(); SET_MODEL(ENT(pev), "models/w_kevlar.mdl"); CItem::Spawn(); } /* ../cstrike/dlls/items.cpp:196 */ void CItemSuit::__MAKE_VHOOK(Precache)(void) { PRECACHE_MODEL("models/w_kevlar.mdl"); PRECACHE_SOUND("items/tr_kevlar.wav"); } /* ../cstrike/dlls/items.cpp:201 */ BOOL CItemSuit::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer) { if (pPlayer->pev->weapons & (1 << WEAPON_SUIT)) return FALSE; EMIT_SOUND(pPlayer->edict(), CHAN_VOICE, "items/tr_kevlar.wav", VOL_NORM, ATTN_NORM); pPlayer->pev->weapons |= (1 << WEAPON_SUIT); pPlayer->m_iHideHUD &= ~(HIDEHUD_HEALTH | HIDEHUD_MONEY); return TRUE; } /* ../cstrike/dlls/items.cpp:216 */ LINK_ENTITY_TO_CLASS(item_suit, CItemSuit); /* ../cstrike/dlls/items.cpp:221 */ void CItemBattery::__MAKE_VHOOK(Spawn)(void) { Precache(); SET_MODEL(ENT(pev), "models/w_battery.mdl"); CItem::Spawn(); } /* ../cstrike/dlls/items.cpp:227 */ void CItemBattery::__MAKE_VHOOK(Precache)(void) { PRECACHE_MODEL("models/w_battery.mdl"); PRECACHE_SOUND("items/gunpickup2.wav"); } /* ../cstrike/dlls/items.cpp:232 */ BOOL CItemBattery::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer) { if (pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY && (pPlayer->pev->weapons & (1 << WEAPON_SUIT))) { int pct; char szcharge[64]; pPlayer->pev->armorvalue += gSkillData.batteryCapacity; pPlayer->pev->armorvalue = Q_min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY); EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM); MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev); WRITE_STRING(STRING(pev->classname)); MESSAGE_END(); // Suit reports new power level // For some reason this wasn't working in release build -- round it. pct = (int)((float)(pPlayer->pev->armorvalue * 100.0) * (1.0 / MAX_NORMAL_BATTERY) + 0.5); pct = (pct / 5); if (pct > 0) pct--; Q_sprintf(szcharge,"!HEV_%1dP", pct); pPlayer->SetSuitUpdate(szcharge, FALSE, SUIT_NEXT_IN_30SEC); return TRUE; } return FALSE; } /* ../cstrike/dlls/items.cpp:266 */ LINK_ENTITY_TO_CLASS(item_battery, CItemBattery); /* ../cstrike/dlls/items.cpp:271 */ void CItemAntidote::__MAKE_VHOOK(Spawn)(void) { Precache(); SET_MODEL(ENT(pev), "models/w_antidote.mdl"); CItem::Spawn(); } /* ../cstrike/dlls/items.cpp:277 */ void CItemAntidote::__MAKE_VHOOK(Precache)(void) { PRECACHE_MODEL("models/w_antidote.mdl"); } /* ../cstrike/dlls/items.cpp:281 */ BOOL CItemAntidote::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer) { pPlayer->SetSuitUpdate("!HEV_DET4", FALSE, SUIT_NEXT_IN_1MIN); pPlayer->m_rgItems[ ITEM_ANTIDOTE ] += 1; return TRUE; } /* ../cstrike/dlls/items.cpp:290 */ LINK_ENTITY_TO_CLASS(item_antidote, CItemAntidote); /* ../cstrike/dlls/items.cpp:295 */ void CItemSecurity::__MAKE_VHOOK(Spawn)(void) { Precache(); SET_MODEL(ENT(pev), "models/w_security.mdl"); CItem::Spawn(); } /* ../cstrike/dlls/items.cpp:301 */ void CItemSecurity::__MAKE_VHOOK(Precache)(void) { PRECACHE_MODEL("models/w_security.mdl"); } /* ../cstrike/dlls/items.cpp:305 */ BOOL CItemSecurity::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer) { pPlayer->m_rgItems[ ITEM_SECURITY ] += 1; return TRUE; } /* ../cstrike/dlls/items.cpp:312 */ LINK_ENTITY_TO_CLASS(item_security, CItemSecurity); /* ../cstrike/dlls/items.cpp:316 */ void CItemLongJump::__MAKE_VHOOK(Spawn)(void) { Precache(); SET_MODEL(ENT(pev), "models/w_longjump.mdl"); CItem::Spawn(); } /* ../cstrike/dlls/items.cpp:322 */ void CItemLongJump::__MAKE_VHOOK(Precache)(void) { PRECACHE_MODEL("models/w_longjump.mdl"); } /* ../cstrike/dlls/items.cpp:326 */ BOOL CItemLongJump::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer) { if (pPlayer->m_fLongJump) return FALSE; if (pPlayer->pev->weapons & (1 << WEAPON_SUIT)) { // player now has longjump module pPlayer->m_fLongJump = TRUE; SET_PHYSICS_KEY_VALUE(pPlayer->edict(), "slj", "1"); MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev); WRITE_STRING(STRING(pev->classname)); MESSAGE_END(); // Play the longjump sound UNDONE: Kelly? correct sound? EMIT_SOUND_SUIT(pPlayer->edict(), "!HEV_A1"); return TRUE; } return FALSE; } /* ../cstrike/dlls/items.cpp:350 */ LINK_ENTITY_TO_CLASS(item_longjump, CItemLongJump); /* ../cstrike/dlls/items.cpp:354 */ void CItemKevlar::__MAKE_VHOOK(Spawn)(void) { Precache(); SET_MODEL(ENT(pev), "models/w_kevlar.mdl"); CItem::Spawn(); } /* ../cstrike/dlls/items.cpp:360 */ void CItemKevlar::__MAKE_VHOOK(Precache)(void) { PRECACHE_MODEL("models/w_kevlar.mdl"); } /* ../cstrike/dlls/items.cpp:364 */ BOOL CItemKevlar::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer) { if (pPlayer->m_iKevlar == ARMOR_TYPE_EMPTY) pPlayer->m_iKevlar = ARMOR_TYPE_KEVLAR; pPlayer->pev->armorvalue = 100; EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/ammopickup2.wav", VOL_NORM, ATTN_NORM); MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev); WRITE_STRING(STRING(pev->classname)); MESSAGE_END(); MESSAGE_BEGIN(MSG_ONE, gmsgArmorType, NULL, pPlayer->pev); WRITE_BYTE(0); MESSAGE_END(); if (TheTutor != NULL) { TheTutor->OnEvent(EVENT_PLAYER_BOUGHT_SOMETHING, pPlayer); } return TRUE; } /* ../cstrike/dlls/items.cpp:390 */ LINK_ENTITY_TO_CLASS(item_kevlar, CItemKevlar); /* ../cstrike/dlls/items.cpp:395 */ void CItemAssaultSuit::__MAKE_VHOOK(Spawn)(void) { Precache(); SET_MODEL(ENT(pev), "models/w_assault.mdl"); CItem::Spawn(); } /* ../cstrike/dlls/items.cpp:401 */ void CItemAssaultSuit::__MAKE_VHOOK(Precache)(void) { PRECACHE_MODEL("models/w_assault.mdl"); } /* ../cstrike/dlls/items.cpp:405 */ BOOL CItemAssaultSuit::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer) { pPlayer->m_iKevlar = ARMOR_TYPE_HELMET; pPlayer->pev->armorvalue = 100; EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/ammopickup2.wav", VOL_NORM, ATTN_NORM); MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev); WRITE_STRING(STRING(pev->classname)); MESSAGE_END(); MESSAGE_BEGIN(MSG_ONE, gmsgArmorType, NULL, pPlayer->pev); WRITE_BYTE(1); MESSAGE_END(); if (TheTutor != NULL) { TheTutor->OnEvent(EVENT_PLAYER_BOUGHT_SOMETHING, pPlayer); } return TRUE; } /* ../cstrike/dlls/items.cpp:429 */ LINK_ENTITY_TO_CLASS(item_assaultsuit, CItemAssaultSuit); /* ../cstrike/dlls/items.cpp:434 */ void CItemThighPack::__MAKE_VHOOK(Spawn)(void) { Precache(); SET_MODEL(ENT(pev), "models/w_thighpack.mdl"); CItem::Spawn(); } /* ../cstrike/dlls/items.cpp:440 */ void CItemThighPack::__MAKE_VHOOK(Precache)(void) { PRECACHE_MODEL("models/w_thighpack.mdl"); } /* ../cstrike/dlls/items.cpp:444 */ BOOL CItemThighPack::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer) { if (pPlayer->m_iTeam != CT || pPlayer->m_bHasDefuser) return FALSE; pPlayer->m_bHasDefuser = true; pPlayer->pev->body = 1; ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Got_defuser"); MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, NULL, pPlayer->pev); WRITE_BYTE(STATUSICON_SHOW); WRITE_STRING("defuser"); WRITE_BYTE(0); WRITE_BYTE(160); WRITE_BYTE(0); MESSAGE_END(); SendItemStatus(pPlayer); EMIT_SOUND(pPlayer->edict(), CHAN_VOICE, "items/kevlar.wav", VOL_NORM, ATTN_NORM); if (TheTutor != NULL) { TheTutor->OnEvent(EVENT_PLAYER_BOUGHT_SOMETHING, pPlayer); } return TRUE; } /* ../cstrike/dlls/items.cpp:474 */ LINK_ENTITY_TO_CLASS(item_thighpack, CItemThighPack); #ifdef HOOK_GAMEDLL void CItem::Spawn(void) { Spawn_(); } CBaseEntity *CItem::Respawn(void) { return Respawn_(); } void CWorldItem::Spawn(void) { Spawn_(); } void CWorldItem::KeyValue(KeyValueData *pkvd) { KeyValue_(pkvd); } void CItemSuit::Spawn(void) { Spawn_(); } void CItemSuit::Precache(void) { Precache_(); } BOOL CItemSuit::MyTouch(CBasePlayer *pPlayer) { return MyTouch_(pPlayer); } void CItemBattery::Spawn(void) { Spawn_(); } void CItemBattery::Precache(void) { Precache_(); } BOOL CItemBattery::MyTouch(CBasePlayer *pPlayer) { return MyTouch_(pPlayer); } void CItemAntidote::Spawn(void) { Spawn_(); } void CItemAntidote::Precache(void) { Precache_(); } BOOL CItemAntidote::MyTouch(CBasePlayer *pPlayer) { return MyTouch_(pPlayer); } void CItemSecurity::Spawn(void) { Spawn_(); } void CItemSecurity::Precache(void) { Precache_(); } BOOL CItemSecurity::MyTouch(CBasePlayer *pPlayer) { return MyTouch_(pPlayer); } void CItemLongJump::Spawn(void) { Spawn_(); } void CItemLongJump::Precache(void) { Precache_(); } BOOL CItemLongJump::MyTouch(CBasePlayer *pPlayer) { return MyTouch_(pPlayer); } void CItemKevlar::Spawn(void) { Spawn_(); } void CItemKevlar::Precache(void) { Precache_(); } BOOL CItemKevlar::MyTouch(CBasePlayer *pPlayer) { return MyTouch_(pPlayer); } void CItemAssaultSuit::Spawn(void) { Spawn_(); } void CItemAssaultSuit::Precache(void) { Precache_(); } BOOL CItemAssaultSuit::MyTouch(CBasePlayer *pPlayer) { return MyTouch_(pPlayer); } void CItemThighPack::Spawn(void) { Spawn_(); } void CItemThighPack::Precache(void) { Precache_(); } BOOL CItemThighPack::MyTouch(CBasePlayer *pPlayer) { return MyTouch_(pPlayer); } #endif // HOOK_GAMEDLL