ReGameDLL_CS/regamedll/dlls/items.cpp
2015-06-30 15:46:07 +06:00

567 lines
12 KiB
C++

#include "precompiled.h"
/* <e2209> ../cstrike/dlls/items.cpp:46 */
LINK_ENTITY_TO_CLASS(world_items, CWorldItem);
/* <e173b> ../cstrike/dlls/items.cpp:48 */
void CWorldItem::KeyValue_(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "type"))
{
m_iType = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue(pkvd);
}
/* <e163a> ../cstrike/dlls/items.cpp:59 */
void CWorldItem::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());
}
/* <e15a6> ../cstrike/dlls/items.cpp:94 */
void CItem::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;
}
}
/* <e16d4> ../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);
}
/* <e1566> ../cstrike/dlls/items.cpp:154 */
CBaseEntity *CItem::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;
}
/* <e1509> ../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);
}
/* <e2158> ../cstrike/dlls/items.cpp:190 */
void CItemSuit::Spawn_(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_kevlar.mdl");
CItem::Spawn();
}
/* <e13a2> ../cstrike/dlls/items.cpp:196 */
void CItemSuit::Precache_(void)
{
PRECACHE_MODEL("models/w_kevlar.mdl");
PRECACHE_SOUND("items/tr_kevlar.wav");
}
/* <e1b04> ../cstrike/dlls/items.cpp:201 */
BOOL CItemSuit::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;
}
/* <e22d3> ../cstrike/dlls/items.cpp:216 */
LINK_ENTITY_TO_CLASS(item_suit, CItemSuit);
/* <e20a7> ../cstrike/dlls/items.cpp:221 */
void CItemBattery::Spawn_(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_battery.mdl");
CItem::Spawn();
}
/* <e13c9> ../cstrike/dlls/items.cpp:227 */
void CItemBattery::Precache_(void)
{
PRECACHE_MODEL("models/w_battery.mdl");
PRECACHE_SOUND("items/gunpickup2.wav");
}
/* <e1a20> ../cstrike/dlls/items.cpp:232 */
BOOL CItemBattery::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 = 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;
}
/* <e239d> ../cstrike/dlls/items.cpp:266 */
LINK_ENTITY_TO_CLASS(item_battery, CItemBattery);
/* <e1ff5> ../cstrike/dlls/items.cpp:271 */
void CItemAntidote::Spawn_(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_antidote.mdl");
CItem::Spawn();
}
/* <e13f0> ../cstrike/dlls/items.cpp:277 */
void CItemAntidote::Precache_(void)
{
PRECACHE_MODEL("models/w_antidote.mdl");
}
/* <e1530> ../cstrike/dlls/items.cpp:281 */
BOOL CItemAntidote::MyTouch_(CBasePlayer *pPlayer)
{
pPlayer->SetSuitUpdate("!HEV_DET4", FALSE, SUIT_NEXT_IN_1MIN);
pPlayer->m_rgItems[ ITEM_ANTIDOTE ] += 1;
return TRUE;
}
/* <e246a> ../cstrike/dlls/items.cpp:290 */
LINK_ENTITY_TO_CLASS(item_antidote, CItemAntidote);
/* <e1f43> ../cstrike/dlls/items.cpp:295 */
void CItemSecurity::Spawn_(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_security.mdl");
CItem::Spawn();
}
/* <e1416> ../cstrike/dlls/items.cpp:301 */
void CItemSecurity::Precache_(void)
{
PRECACHE_MODEL("models/w_security.mdl");
}
/* <e143c> ../cstrike/dlls/items.cpp:305 */
BOOL CItemSecurity::MyTouch_(CBasePlayer *pPlayer)
{
pPlayer->m_rgItems[ ITEM_SECURITY ] += 1;
return TRUE;
}
/* <e2537> ../cstrike/dlls/items.cpp:312 */
LINK_ENTITY_TO_CLASS(item_security, CItemSecurity);
/* <e1e91> ../cstrike/dlls/items.cpp:316 */
void CItemLongJump::Spawn_(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_longjump.mdl");
CItem::Spawn();
}
/* <e1471> ../cstrike/dlls/items.cpp:322 */
void CItemLongJump::Precache_(void)
{
PRECACHE_MODEL("models/w_longjump.mdl");
}
/* <e17e9> ../cstrike/dlls/items.cpp:326 */
BOOL CItemLongJump::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;
}
/* <e2604> ../cstrike/dlls/items.cpp:350 */
LINK_ENTITY_TO_CLASS(item_longjump, CItemLongJump);
/* <e1ddf> ../cstrike/dlls/items.cpp:354 */
void CItemKevlar::Spawn_(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_kevlar.mdl");
CItem::Spawn();
}
/* <e1497> ../cstrike/dlls/items.cpp:360 */
void CItemKevlar::Precache_(void)
{
PRECACHE_MODEL("models/w_kevlar.mdl");
}
/* <e1b9d> ../cstrike/dlls/items.cpp:364 */
BOOL CItemKevlar::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)
TheTutor->OnEvent(EVENT_PLAYER_BOUGHT_SOMETHING, pPlayer);
return TRUE;
}
/* <e26d1> ../cstrike/dlls/items.cpp:390 */
LINK_ENTITY_TO_CLASS(item_kevlar, CItemKevlar);
/* <e1d2d> ../cstrike/dlls/items.cpp:395 */
void CItemAssaultSuit::Spawn_(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_assault.mdl");
CItem::Spawn();
}
/* <e14bd> ../cstrike/dlls/items.cpp:401 */
void CItemAssaultSuit::Precache_(void)
{
PRECACHE_MODEL("models/w_assault.mdl");
}
/* <e1942> ../cstrike/dlls/items.cpp:405 */
BOOL CItemAssaultSuit::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)
TheTutor->OnEvent(EVENT_PLAYER_BOUGHT_SOMETHING, pPlayer);
return TRUE;
}
/* <e279e> ../cstrike/dlls/items.cpp:429 */
LINK_ENTITY_TO_CLASS(item_assaultsuit, CItemAssaultSuit);
/* <e1c7b> ../cstrike/dlls/items.cpp:434 */
void CItemThighPack::Spawn_(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_thighpack.mdl");
CItem::Spawn();
}
/* <e14e3> ../cstrike/dlls/items.cpp:440 */
void CItemThighPack::Precache_(void)
{
PRECACHE_MODEL("models/w_thighpack.mdl");
}
/* <e1873> ../cstrike/dlls/items.cpp:444 */
BOOL CItemThighPack::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)
TheTutor->OnEvent(EVENT_PLAYER_BOUGHT_SOMETHING, pPlayer);
return TRUE;
}
/* <e286b> ../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