mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 07:05:38 +03:00
19714af6e6
minor refactor
584 lines
14 KiB
C++
584 lines
14 KiB
C++
#include "precompiled.h"
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ItemInfo itemInfo[] = {
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DEFINE_ITEMINFO(ITEM_SHIELDGUN, "weapon_shield"),
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DEFINE_ITEMINFO(ITEM_P228, "weapon_p228"),
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DEFINE_ITEMINFO(ITEM_GLOCK, "weapon_glock"),
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DEFINE_ITEMINFO(ITEM_SCOUT, "weapon_scout"),
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DEFINE_ITEMINFO(ITEM_HEGRENADE, "weapon_hegrenade"),
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DEFINE_ITEMINFO(ITEM_XM1014, "weapon_xm1014"),
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DEFINE_ITEMINFO(ITEM_C4, "weapon_c4"),
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DEFINE_ITEMINFO(ITEM_MAC10, "weapon_mac10"),
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DEFINE_ITEMINFO(ITEM_AUG, "weapon_aug"),
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DEFINE_ITEMINFO(ITEM_SMOKEGRENADE, "weapon_smokegrenade"),
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DEFINE_ITEMINFO(ITEM_ELITE, "weapon_elite"),
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DEFINE_ITEMINFO(ITEM_FIVESEVEN, "weapon_fiveseven"),
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DEFINE_ITEMINFO(ITEM_UMP45, "weapon_ump45"),
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DEFINE_ITEMINFO(ITEM_SG550, "weapon_sg550"),
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DEFINE_ITEMINFO(ITEM_GALIL, "weapon_galil"),
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DEFINE_ITEMINFO(ITEM_FAMAS, "weapon_famas"),
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DEFINE_ITEMINFO(ITEM_USP, "weapon_usp"),
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DEFINE_ITEMINFO(ITEM_GLOCK18, "weapon_glock18"),
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DEFINE_ITEMINFO(ITEM_AWP, "weapon_awp"),
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DEFINE_ITEMINFO(ITEM_MP5N, "weapon_mp5navy"),
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DEFINE_ITEMINFO(ITEM_M249, "weapon_m249"),
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DEFINE_ITEMINFO(ITEM_M3, "weapon_m3"),
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DEFINE_ITEMINFO(ITEM_M4A1, "weapon_m4a1"),
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DEFINE_ITEMINFO(ITEM_TMP, "weapon_tmp"),
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DEFINE_ITEMINFO(ITEM_G3SG1, "weapon_g3sg1"),
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DEFINE_ITEMINFO(ITEM_FLASHBANG, "weapon_flashbang"),
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DEFINE_ITEMINFO(ITEM_DEAGLE, "weapon_deagle"),
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DEFINE_ITEMINFO(ITEM_SG552, "weapon_sg552"),
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DEFINE_ITEMINFO(ITEM_AK47, "weapon_ak47"),
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DEFINE_ITEMINFO(ITEM_KNIFE, "weapon_knife"),
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DEFINE_ITEMINFO(ITEM_P90, "weapon_p90"),
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DEFINE_ITEMINFO(ITEM_NVG, ""),
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DEFINE_ITEMINFO(ITEM_DEFUSEKIT, "item_thighpack"),
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DEFINE_ITEMINFO(ITEM_KEVLAR, "item_kevlar"),
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DEFINE_ITEMINFO(ITEM_ASSAULT, "item_assaultsuit"),
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DEFINE_ITEMINFO(ITEM_LONGJUMP, "item_longjump"),
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DEFINE_ITEMINFO(ITEM_HEALTHKIT, "item_healthkit"),
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DEFINE_ITEMINFO(ITEM_ANTIDOTE, "item_antidote"),
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DEFINE_ITEMINFO(ITEM_BATTERY, "item_battery"),
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};
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LINK_ENTITY_TO_CLASS(world_items, CWorldItem, CCSWorldItem)
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void CWorldItem::KeyValue(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "type"))
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{
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m_iType = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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{
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CBaseEntity::KeyValue(pkvd);
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}
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}
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void CWorldItem::Spawn()
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{
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CBaseEntity *pEntity = nullptr;
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switch (m_iType)
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{
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case 41: // ITEM_HEALTHKIT
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break;
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case 42: // ITEM_ANTIDOTE
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pEntity = CBaseEntity::Create("item_antidote", pev->origin, pev->angles);
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break;
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case 43: // ITEM_SECURITY
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pEntity = CBaseEntity::Create("item_security", pev->origin, pev->angles);
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break;
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case 44: // ITEM_BATTERY
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pEntity = CBaseEntity::Create("item_battery", pev->origin, pev->angles);
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break;
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case 45: // ITEM_SUIT
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pEntity = CBaseEntity::Create("item_suit", pev->origin, pev->angles);
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break;
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}
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if (pEntity)
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{
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pEntity->pev->target = pev->target;
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pEntity->pev->targetname = pev->targetname;
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pEntity->pev->spawnflags = pev->spawnflags;
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}
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REMOVE_ENTITY(edict());
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}
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void CItem::Spawn()
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{
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pev->movetype = MOVETYPE_TOSS;
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pev->solid = SOLID_TRIGGER;
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UTIL_SetOrigin(pev, pev->origin);
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UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
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SetTouch(&CItem::ItemTouch);
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if (!DROP_TO_FLOOR(ENT(pev)))
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{
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UTIL_Remove(this);
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return;
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}
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}
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void CItem::ItemTouch(CBaseEntity *pOther)
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{
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if (!pOther->IsPlayer() || pOther->pev->deadflag != DEAD_NO)
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return;
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CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pOther);
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if (!g_pGameRules->CanHaveItem(pPlayer, this))
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return;
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if (MyTouch(pPlayer))
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{
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SUB_UseTargets(pOther, USE_TOGGLE, 0);
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SetTouch(nullptr);
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g_pGameRules->PlayerGotItem(pPlayer, this);
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if (g_pGameRules->ItemShouldRespawn(this) == GR_ITEM_RESPAWN_YES)
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Respawn();
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else
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UTIL_Remove(this);
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}
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}
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CBaseEntity *CItem::Respawn()
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{
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SetTouch(nullptr);
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pev->effects |= EF_NODRAW;
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// blip to whereever you should respawn.
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UTIL_SetOrigin(pev, g_pGameRules->VecItemRespawnSpot(this));
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SetThink(&CItem::Materialize);
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pev->nextthink = g_pGameRules->FlItemRespawnTime(this);
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return this;
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}
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void CItem::Materialize()
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{
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if (pev->effects & EF_NODRAW)
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{
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// changing from invisible state to visible.
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", VOL_NORM, ATTN_NORM, 0, 150);
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pev->effects &= ~EF_NODRAW;
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pev->effects |= EF_MUZZLEFLASH;
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}
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SetTouch(&CItem::ItemTouch);
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}
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void CItemSuit::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_kevlar.mdl");
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CItem::Spawn();
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}
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void CItemSuit::Precache()
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{
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PRECACHE_MODEL("models/w_kevlar.mdl");
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PRECACHE_SOUND("items/tr_kevlar.wav");
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}
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BOOL CItemSuit::MyTouch(CBasePlayer *pPlayer)
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{
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if (pPlayer->pev->weapons & (1 << WEAPON_SUIT))
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return FALSE;
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EMIT_SOUND(pPlayer->edict(), CHAN_VOICE, "items/tr_kevlar.wav", VOL_NORM, ATTN_NORM);
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pPlayer->pev->weapons |= (1 << WEAPON_SUIT);
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pPlayer->m_iHideHUD &= ~(HIDEHUD_HEALTH | HIDEHUD_MONEY);
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return TRUE;
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}
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LINK_ENTITY_TO_CLASS(item_suit, CItemSuit, CCSItemSuit)
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void CItemBattery::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_battery.mdl");
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CItem::Spawn();
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}
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void CItemBattery::Precache()
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{
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PRECACHE_MODEL("models/w_battery.mdl");
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PRECACHE_SOUND("items/gunpickup2.wav");
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}
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BOOL CItemBattery::MyTouch(CBasePlayer *pPlayer)
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{
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#ifdef REGAMEDLL_ADD
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if (pPlayer->HasRestrictItem(ITEM_BATTERY, ITEM_TYPE_TOUCHED))
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return FALSE;
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#endif
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if (pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY && (pPlayer->pev->weapons & (1 << WEAPON_SUIT)))
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{
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auto armorValue = gSkillData.batteryCapacity;
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#ifdef REGAMEDLL_FIXES
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if (pev->armorvalue != 0.0f) {
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armorValue = pev->armorvalue;
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}
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if (pPlayer->m_iKevlar == ARMOR_NONE)
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pPlayer->m_iKevlar = ARMOR_KEVLAR;
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#endif
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pPlayer->pev->armorvalue += armorValue;
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pPlayer->pev->armorvalue = Q_min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY);
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EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM);
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MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, nullptr, pPlayer->pev);
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WRITE_STRING(STRING(pev->classname));
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MESSAGE_END();
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// Suit reports new power level
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// For some reason this wasn't working in release build -- round it.
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int pct = int(float(pPlayer->pev->armorvalue * 100.0f) * (1.0f / MAX_NORMAL_BATTERY) + 0.5f);
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pct = (pct / 5);
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if (pct > 0)
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pct--;
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char szcharge[64];
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Q_snprintf(szcharge, sizeof(szcharge), "!HEV_%1dP", pct);
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pPlayer->SetSuitUpdate(szcharge, SUIT_SENTENCE, SUIT_NEXT_IN_30SEC);
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return TRUE;
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}
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return FALSE;
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}
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LINK_ENTITY_TO_CLASS(item_battery, CItemBattery, CCSItemBattery)
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void CItemAntidote::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_antidote.mdl");
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CItem::Spawn();
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}
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void CItemAntidote::Precache()
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{
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PRECACHE_MODEL("models/w_antidote.mdl");
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}
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BOOL CItemAntidote::MyTouch(CBasePlayer *pPlayer)
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{
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#ifdef REGAMEDLL_ADD
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if (pPlayer->HasRestrictItem(ITEM_ANTIDOTE, ITEM_TYPE_TOUCHED))
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return FALSE;
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#endif
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pPlayer->SetSuitUpdate("!HEV_DET4", SUIT_SENTENCE, SUIT_NEXT_IN_1MIN);
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pPlayer->m_rgItems[ITEM_ID_ANTIDOTE] += 1;
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return TRUE;
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}
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LINK_ENTITY_TO_CLASS(item_antidote, CItemAntidote, CCSItemAntidote)
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void CItemSecurity::Spawn()
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{
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Precache();
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if (pev->model.IsNullOrEmpty())
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{
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// default model
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SET_MODEL(ENT(pev), "models/w_security.mdl");
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}
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else
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{
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// custom model
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SET_MODEL(ENT(pev), pev->model);
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}
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CItem::Spawn();
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}
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void CItemSecurity::Precache()
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{
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if (pev->model.IsNullOrEmpty())
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{
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// default model
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PRECACHE_MODEL("models/w_security.mdl");
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return;
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}
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// custom model
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PRECACHE_MODEL(pev->model);
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}
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BOOL CItemSecurity::MyTouch(CBasePlayer *pPlayer)
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{
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pPlayer->m_rgItems[ITEM_ID_SECURITY] += 1;
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return TRUE;
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}
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LINK_ENTITY_TO_CLASS(item_security, CItemSecurity, CCSItemSecurity)
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void CItemLongJump::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_longjump.mdl");
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CItem::Spawn();
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}
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void CItemLongJump::Precache()
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{
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PRECACHE_MODEL("models/w_longjump.mdl");
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}
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BOOL CItemLongJump::MyTouch(CBasePlayer *pPlayer)
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{
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#ifdef REGAMEDLL_ADD
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if (pPlayer->HasRestrictItem(ITEM_LONGJUMP, ITEM_TYPE_TOUCHED))
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return FALSE;
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#endif
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if (pPlayer->m_fLongJump)
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return FALSE;
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if (pPlayer->pev->weapons & (1 << WEAPON_SUIT))
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{
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// player now has longjump module
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pPlayer->m_fLongJump = TRUE;
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SET_PHYSICS_KEY_VALUE(pPlayer->edict(), "slj", "1");
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MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, nullptr, pPlayer->pev);
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WRITE_STRING(STRING(pev->classname));
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MESSAGE_END();
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// Play the longjump sound UNDONE: Kelly? correct sound?
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EMIT_SOUND_SUIT(pPlayer->edict(), "!HEV_A1");
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return TRUE;
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}
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return FALSE;
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}
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LINK_ENTITY_TO_CLASS(item_longjump, CItemLongJump, CCSItemLongJump)
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void CItemKevlar::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_kevlar.mdl");
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CItem::Spawn();
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}
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void CItemKevlar::Precache()
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{
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PRECACHE_MODEL("models/w_kevlar.mdl");
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}
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BOOL CItemKevlar::MyTouch(CBasePlayer *pPlayer)
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{
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#ifdef REGAMEDLL_ADD
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if (!g_bItemCreatedByBuying && pPlayer->HasRestrictItem(ITEM_KEVLAR, ITEM_TYPE_TOUCHED))
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return FALSE;
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g_bItemCreatedByBuying = false;
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#endif
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#ifdef REGAMEDLL_FIXES
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if (pPlayer->m_iKevlar != ARMOR_NONE && pPlayer->pev->armorvalue >= MAX_NORMAL_BATTERY)
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return FALSE;
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#endif
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if (pPlayer->m_iKevlar == ARMOR_NONE)
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pPlayer->m_iKevlar = ARMOR_KEVLAR;
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pPlayer->pev->armorvalue = MAX_NORMAL_BATTERY;
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EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/ammopickup2.wav", VOL_NORM, ATTN_NORM);
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MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, nullptr, pPlayer->pev);
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WRITE_STRING(STRING(pev->classname));
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MESSAGE_END();
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MESSAGE_BEGIN(MSG_ONE, gmsgArmorType, nullptr, pPlayer->pev);
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#ifdef REGAMEDLL_FIXES
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WRITE_BYTE(pPlayer->m_iKevlar == ARMOR_KEVLAR ? 0 : 1); // 0 = ARMOR_KEVLAR, 1 = ARMOR_VESTHELM
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#else
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WRITE_BYTE(0);
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#endif
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MESSAGE_END();
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if (TheTutor)
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{
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TheTutor->OnEvent(EVENT_PLAYER_BOUGHT_SOMETHING, pPlayer);
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}
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return TRUE;
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}
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LINK_ENTITY_TO_CLASS(item_kevlar, CItemKevlar, CCSItemKevlar)
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void CItemAssaultSuit::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_assault.mdl");
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CItem::Spawn();
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}
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void CItemAssaultSuit::Precache()
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{
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PRECACHE_MODEL("models/w_assault.mdl");
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}
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BOOL CItemAssaultSuit::MyTouch(CBasePlayer *pPlayer)
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{
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#ifdef REGAMEDLL_ADD
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if (!g_bItemCreatedByBuying && pPlayer->HasRestrictItem(ITEM_ASSAULT, ITEM_TYPE_TOUCHED))
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return FALSE;
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g_bItemCreatedByBuying = false;
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#endif
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#ifdef REGAMEDLL_FIXES
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if (pPlayer->m_iKevlar == ARMOR_VESTHELM && pPlayer->pev->armorvalue >= MAX_NORMAL_BATTERY)
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return FALSE;
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#endif
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pPlayer->m_iKevlar = ARMOR_VESTHELM;
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pPlayer->pev->armorvalue = MAX_NORMAL_BATTERY;
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EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/ammopickup2.wav", VOL_NORM, ATTN_NORM);
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MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, nullptr, pPlayer->pev);
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WRITE_STRING(STRING(pev->classname));
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MESSAGE_END();
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MESSAGE_BEGIN(MSG_ONE, gmsgArmorType, nullptr, pPlayer->pev);
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WRITE_BYTE(1); // 0 = ARMOR_KEVLAR, 1 = ARMOR_VESTHELM
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MESSAGE_END();
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if (TheTutor)
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{
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TheTutor->OnEvent(EVENT_PLAYER_BOUGHT_SOMETHING, pPlayer);
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}
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return TRUE;
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}
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LINK_ENTITY_TO_CLASS(item_assaultsuit, CItemAssaultSuit, CCSItemAssaultSuit)
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void CItemThighPack::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_thighpack.mdl");
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CItem::Spawn();
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}
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void CItemThighPack::Precache()
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{
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PRECACHE_MODEL("models/w_thighpack.mdl");
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}
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BOOL CItemThighPack::MyTouch(CBasePlayer *pPlayer)
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{
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if (pPlayer->m_iTeam != CT || pPlayer->m_bHasDefuser)
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return FALSE;
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#ifdef REGAMEDLL_ADD
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if (pPlayer->HasRestrictItem(ITEM_DEFUSEKIT, ITEM_TYPE_TOUCHED))
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return FALSE;
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#endif
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pPlayer->GiveDefuser();
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ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Got_defuser");
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EMIT_SOUND(pPlayer->edict(), CHAN_VOICE, "items/kevlar.wav", VOL_NORM, ATTN_NORM);
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if (TheTutor)
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{
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TheTutor->OnEvent(EVENT_PLAYER_BOUGHT_SOMETHING, pPlayer);
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}
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return TRUE;
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}
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LINK_ENTITY_TO_CLASS(item_thighpack, CItemThighPack, CCSItemThighPack)
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ItemID GetItemIdByName(const char *pszName)
|
|
{
|
|
for (auto& item : itemInfo) {
|
|
if (item.pszName[0] != '\0' && FStrEq(item.pszName, pszName))
|
|
return (ItemID)item.iId;
|
|
}
|
|
|
|
return ITEM_NONE;
|
|
}
|
|
|
|
ItemID GetItemIdByArmoury(ArmouryItemPack armoury)
|
|
{
|
|
switch (armoury)
|
|
{
|
|
case ARMOURY_MP5NAVY: return ITEM_MP5N;
|
|
case ARMOURY_TMP: return ITEM_TMP;
|
|
case ARMOURY_P90: return ITEM_P90;
|
|
case ARMOURY_MAC10: return ITEM_MAC10;
|
|
case ARMOURY_AK47: return ITEM_AK47;
|
|
case ARMOURY_SG552: return ITEM_SG552;
|
|
case ARMOURY_M4A1: return ITEM_M4A1;
|
|
case ARMOURY_AUG: return ITEM_AUG;
|
|
case ARMOURY_SCOUT: return ITEM_SCOUT;
|
|
case ARMOURY_G3SG1: return ITEM_G3SG1;
|
|
case ARMOURY_AWP: return ITEM_AWP;
|
|
case ARMOURY_M3: return ITEM_M3;
|
|
case ARMOURY_XM1014: return ITEM_XM1014;
|
|
case ARMOURY_M249: return ITEM_M249;
|
|
case ARMOURY_FLASHBANG: return ITEM_FLASHBANG;
|
|
case ARMOURY_HEGRENADE: return ITEM_HEGRENADE;
|
|
case ARMOURY_KEVLAR: return ITEM_KEVLAR;
|
|
case ARMOURY_ASSAULT: return ITEM_ASSAULT;
|
|
case ARMOURY_SMOKEGRENADE: return ITEM_SMOKEGRENADE;
|
|
case ARMOURY_SHIELD: return ITEM_SHIELDGUN;
|
|
case ARMOURY_GLOCK18: return ITEM_GLOCK18;
|
|
case ARMOURY_USP: return ITEM_USP;
|
|
case ARMOURY_ELITE: return ITEM_ELITE;
|
|
case ARMOURY_FIVESEVEN: return ITEM_FIVESEVEN;
|
|
case ARMOURY_P228: return ITEM_P228;
|
|
case ARMOURY_DEAGLE: return ITEM_DEAGLE;
|
|
case ARMOURY_FAMAS: return ITEM_FAMAS;
|
|
case ARMOURY_SG550: return ITEM_SG550;
|
|
case ARMOURY_GALIL: return ITEM_GALIL;
|
|
case ARMOURY_UMP45: return ITEM_UMP45;
|
|
default: return ITEM_NONE;
|
|
}
|
|
}
|
|
|
|
ItemID GetItemIdByWeaponId(int weaponId)
|
|
{
|
|
switch (static_cast<WeaponIdType>(weaponId))
|
|
{
|
|
case WEAPON_KNIFE: return ITEM_KNIFE;
|
|
case WEAPON_MP5N: return ITEM_MP5N;
|
|
case WEAPON_TMP: return ITEM_TMP;
|
|
case WEAPON_P90: return ITEM_P90;
|
|
case WEAPON_MAC10: return ITEM_MAC10;
|
|
case WEAPON_AK47: return ITEM_AK47;
|
|
case WEAPON_SG552: return ITEM_SG552;
|
|
case WEAPON_M4A1: return ITEM_M4A1;
|
|
case WEAPON_AUG: return ITEM_AUG;
|
|
case WEAPON_SCOUT: return ITEM_SCOUT;
|
|
case WEAPON_G3SG1: return ITEM_G3SG1;
|
|
case WEAPON_AWP: return ITEM_AWP;
|
|
case WEAPON_M3: return ITEM_M3;
|
|
case WEAPON_XM1014: return ITEM_XM1014;
|
|
case WEAPON_C4: return ITEM_C4;
|
|
case WEAPON_M249: return ITEM_M249;
|
|
case WEAPON_FLASHBANG: return ITEM_FLASHBANG;
|
|
case WEAPON_HEGRENADE: return ITEM_HEGRENADE;
|
|
case WEAPON_SMOKEGRENADE: return ITEM_SMOKEGRENADE;
|
|
case WEAPON_SHIELDGUN: return ITEM_SHIELDGUN;
|
|
case WEAPON_GLOCK18: return ITEM_GLOCK18;
|
|
case WEAPON_USP: return ITEM_USP;
|
|
case WEAPON_ELITE: return ITEM_ELITE;
|
|
case WEAPON_FIVESEVEN: return ITEM_FIVESEVEN;
|
|
case WEAPON_P228: return ITEM_P228;
|
|
case WEAPON_DEAGLE: return ITEM_DEAGLE;
|
|
case WEAPON_FAMAS: return ITEM_FAMAS;
|
|
case WEAPON_SG550: return ITEM_SG550;
|
|
case WEAPON_GALIL: return ITEM_GALIL;
|
|
case WEAPON_UMP45: return ITEM_UMP45;
|
|
default: return ITEM_NONE;
|
|
}
|
|
}
|