mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
3d252fe527
Fixed some critical bugs and typos (carrer_task, tutor, zbot and other) Added command line option `-bots` to run bots in CS 1.6 Removed the tests demo record/player from myself the project and also dependency of the steam library. Fixed the progress bar when generating a nav file.
2273 lines
58 KiB
C++
2273 lines
58 KiB
C++
#include "precompiled.h"
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/*
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* Globals initialization
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*/
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#ifndef HOOK_GAMEDLL
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ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS];
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AmmoInfo CBasePlayerItem::AmmoInfoArray[MAX_AMMO_SLOTS];
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TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] =
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{
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DEFINE_FIELD(CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR),
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DEFINE_FIELD(CBasePlayerItem, m_pNext, FIELD_CLASSPTR),
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DEFINE_FIELD(CBasePlayerItem, m_iId, FIELD_INTEGER),
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};
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TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] =
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{
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DEFINE_FIELD(CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME),
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DEFINE_FIELD(CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME),
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DEFINE_FIELD(CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME),
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DEFINE_FIELD(CBasePlayerWeapon, m_iPrimaryAmmoType, FIELD_INTEGER),
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DEFINE_FIELD(CBasePlayerWeapon, m_iSecondaryAmmoType, FIELD_INTEGER),
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DEFINE_FIELD(CBasePlayerWeapon, m_iClip, FIELD_INTEGER),
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DEFINE_FIELD(CBasePlayerWeapon, m_iDefaultAmmo, FIELD_INTEGER),
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};
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TYPEDESCRIPTION CWeaponBox::m_SaveData[] =
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{
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DEFINE_ARRAY(CWeaponBox, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS),
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DEFINE_ARRAY(CWeaponBox, m_rgiszAmmo, FIELD_STRING, MAX_AMMO_SLOTS),
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DEFINE_ARRAY(CWeaponBox, m_rgpPlayerItems, FIELD_CLASSPTR, MAX_ITEM_TYPES),
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DEFINE_FIELD(CWeaponBox, m_cAmmoTypes, FIELD_INTEGER),
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};
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const char *g_pModelNameLaser = "sprites/laserbeam.spr";
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#endif
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short g_sModelIndexLaser; // holds the index for the laser beam
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short g_sModelIndexLaserDot; // holds the index for the laser beam dot
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short g_sModelIndexFireball; // holds the index for the fireball
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short g_sModelIndexSmoke; // holds the index for the smoke cloud
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short g_sModelIndexWExplosion; // holds the index for the underwater explosion
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short g_sModelIndexBubbles; // holds the index for the bubbles model
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short g_sModelIndexBloodDrop; // holds the sprite index for the initial blood
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short g_sModelIndexBloodSpray; // holds the sprite index for splattered blood
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short g_sModelIndexSmokePuff;
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short g_sModelIndexFireball2;
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short g_sModelIndexFireball3;
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short g_sModelIndexFireball4;
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short g_sModelIndexRadio;
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short int g_sModelIndexCTGhost;
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short int g_sModelIndexTGhost;
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short int g_sModelIndexC4Glow;
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int giAmmoIndex;
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MULTIDAMAGE gMultiDamage;
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// MaxAmmoCarry - pass in a name and this function will tell
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// you the maximum amount of that type of ammunition that a
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// player can carry.
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int MaxAmmoCarry(int iszName)
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{
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for (int i = 0; i < MAX_WEAPONS; ++i)
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{
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ItemInfo *info = &IMPL_CLASS(CBasePlayerItem, ItemInfoArray)[ i ];
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if (info->pszAmmo1 && !Q_strcmp(STRING(iszName), info->pszAmmo1))
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{
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return info->iMaxAmmo1;
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}
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if (info->pszAmmo2 && !Q_strcmp(STRING(iszName), info->pszAmmo2))
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{
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return info->iMaxAmmo2;
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}
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}
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ALERT(at_console, "MaxAmmoCarry() doesn't recognize '%s'!\n", STRING(iszName));
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return -1;
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}
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// ClearMultiDamage - resets the global multi damage accumulator
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void ClearMultiDamage()
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{
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gMultiDamage.pEntity = NULL;
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gMultiDamage.amount = 0;
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gMultiDamage.type = 0;
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}
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// ApplyMultiDamage - inflicts contents of global multi damage register on gMultiDamage.pEntity
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void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker)
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{
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//Vector vecSpot1;//where blood comes from
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//Vector vecDir;//direction blood should go
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//TraceResult tr;
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if (!gMultiDamage.pEntity)
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return;
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gMultiDamage.pEntity->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type);
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}
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void AddMultiDamage(entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType)
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{
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if (!pEntity)
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return;
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gMultiDamage.type |= bitsDamageType;
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if (pEntity != gMultiDamage.pEntity)
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{
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// UNDONE: wrong attacker!
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ApplyMultiDamage(pevInflictor, pevInflictor);
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gMultiDamage.pEntity = pEntity;
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gMultiDamage.amount = 0;
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}
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gMultiDamage.amount += flDamage;
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}
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void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage)
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{
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UTIL_BloodDrips(vecSpot, g_vecAttackDir, bloodColor, int(flDamage));
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}
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NOXREF int DamageDecal(CBaseEntity *pEntity, int bitsDamageType)
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{
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if (pEntity)
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{
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return pEntity->DamageDecal(bitsDamageType);
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}
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return RANDOM_LONG(DECAL_GUNSHOT4, DECAL_GUNSHOT5);
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}
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void DecalGunshot(TraceResult *pTrace, int iBulletType, bool ClientOnly, entvars_t *pShooter, bool bHitMetal)
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{
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;
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}
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// EjectBrass - tosses a brass shell from passed origin at passed velocity
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void EjectBrass(const Vector &vecOrigin, const Vector &vecLeft, const Vector &vecVelocity, float rotation, int model, int soundtype, int entityIndex)
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{
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//CBaseEntity *ent = UTIL_PlayerByIndex(entityIndex); // unused
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bool useNewBehavior = g_bIsCzeroGame;
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MESSAGE_BEGIN(MSG_PVS, gmsgBrass, vecOrigin);
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if (!useNewBehavior)
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{
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// noxref
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WRITE_BYTE(TE_MODEL);
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}
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WRITE_COORD(vecOrigin.x); // origin
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WRITE_COORD(vecOrigin.y);
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WRITE_COORD(vecOrigin.z);
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if (!useNewBehavior)
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{
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// noxref
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// it parses the client side, but does not use it
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WRITE_COORD(vecLeft.x);
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WRITE_COORD(vecLeft.y);
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WRITE_COORD(vecLeft.z);
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}
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WRITE_COORD(vecVelocity.x); // velocity
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WRITE_COORD(vecVelocity.y);
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WRITE_COORD(vecVelocity.z);
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WRITE_ANGLE(rotation);
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WRITE_SHORT(model);
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WRITE_BYTE(soundtype);
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if (!useNewBehavior)
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{
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// noxref
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WRITE_BYTE(25);// 2.5 seconds
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}
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WRITE_BYTE(entityIndex);
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MESSAGE_END();
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}
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NOXREF void EjectBrass2(const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype, entvars_t *pev)
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{
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MESSAGE_BEGIN(MSG_ONE, SVC_TEMPENTITY, NULL, pev);
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WRITE_BYTE(TE_MODEL);
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WRITE_COORD(vecOrigin.x);
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WRITE_COORD(vecOrigin.y);
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WRITE_COORD(vecOrigin.z);
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WRITE_COORD(vecVelocity.x);
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WRITE_COORD(vecVelocity.y);
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WRITE_COORD(vecVelocity.z);
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WRITE_ANGLE(rotation);
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WRITE_SHORT(model);
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WRITE_BYTE(0);
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WRITE_BYTE(5);// 0.5 seconds
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MESSAGE_END();
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}
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// Precaches the ammo and queues the ammo info for sending to clients
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void AddAmmoNameToAmmoRegistry(const char *szAmmoname)
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{
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// make sure it's not already in the registry
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for (int i = 0; i < MAX_AMMO_SLOTS; ++i)
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{
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if (!IMPL_CLASS(CBasePlayerItem, AmmoInfoArray)[ i ].pszName)
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continue;
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if (!Q_stricmp(IMPL_CLASS(CBasePlayerItem, AmmoInfoArray)[ i ].pszName, szAmmoname))
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{
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// ammo already in registry, just quite
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return;
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}
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}
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giAmmoIndex++;
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assert(giAmmoIndex < MAX_AMMO_SLOTS);
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if (giAmmoIndex >= MAX_AMMO_SLOTS)
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{
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giAmmoIndex = 0;
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}
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IMPL_CLASS(CBasePlayerItem, AmmoInfoArray)[ giAmmoIndex ].pszName = szAmmoname;
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// yes, this info is redundant
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IMPL_CLASS(CBasePlayerItem, AmmoInfoArray)[ giAmmoIndex ].iId = giAmmoIndex;
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}
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// Precaches the weapon and queues the weapon info for sending to clients
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void UTIL_PrecacheOtherWeapon(const char *szClassname)
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{
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edict_t *pent = CREATE_NAMED_ENTITY(MAKE_STRING(szClassname));
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if (FNullEnt(pent))
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{
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ALERT(at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n");
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return;
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}
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CBaseEntity *pEntity = CBaseEntity::Instance(VARS(pent));
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if (pEntity != NULL)
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{
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ItemInfo II;
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Q_memset(&II, 0, sizeof(II));
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pEntity->Precache();
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if (((CBasePlayerItem *)pEntity)->GetItemInfo(&II))
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{
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IMPL_CLASS(CBasePlayerItem, ItemInfoArray)[ II.iId ] = II;
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if (II.pszAmmo1 != NULL && *II.pszAmmo1 != '\0')
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{
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AddAmmoNameToAmmoRegistry(II.pszAmmo1);
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}
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if (II.pszAmmo2 != NULL && *II.pszAmmo2 != '\0')
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{
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AddAmmoNameToAmmoRegistry(II.pszAmmo2);
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}
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}
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}
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REMOVE_ENTITY(pent);
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}
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NOXREF void UTIL_PrecacheOtherWeapon2(const char *szClassname)
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{
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edict_t *pent = CREATE_NAMED_ENTITY(MAKE_STRING(szClassname));
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if (FNullEnt(pent))
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{
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ALERT(at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n");
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return;
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}
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CBaseEntity *pEntity = CBaseEntity::Instance(VARS(pent));
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if (pEntity != NULL)
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{
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ItemInfo II;
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Q_memset(&II, 0, sizeof(II));
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pEntity->Precache();
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if (((CBasePlayerItem *)pEntity)->GetItemInfo(&II))
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{
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IMPL_CLASS(CBasePlayerItem, ItemInfoArray)[ II.iId ] = II;
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if (II.pszAmmo1 != NULL && *II.pszAmmo1 != '\0')
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{
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AddAmmoNameToAmmoRegistry(II.pszAmmo1);
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}
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if (II.pszAmmo2 != NULL && *II.pszAmmo2 != '\0')
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{
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AddAmmoNameToAmmoRegistry(II.pszAmmo2);
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}
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}
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}
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REMOVE_ENTITY(pent);
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}
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// called by worldspawn
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void W_Precache()
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{
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Q_memset(IMPL_CLASS(CBasePlayerItem, ItemInfoArray), 0, sizeof(IMPL_CLASS(CBasePlayerItem, ItemInfoArray)));
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Q_memset(IMPL_CLASS(CBasePlayerItem, AmmoInfoArray), 0, sizeof(IMPL_CLASS(CBasePlayerItem, AmmoInfoArray)));
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giAmmoIndex = 0;
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// custom items...
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// common world objects
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UTIL_PrecacheOther("item_suit");
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UTIL_PrecacheOther("item_battery");
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UTIL_PrecacheOther("item_antidote");
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UTIL_PrecacheOther("item_security");
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UTIL_PrecacheOther("item_longjump");
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UTIL_PrecacheOther("item_kevlar");
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UTIL_PrecacheOther("item_assaultsuit");
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UTIL_PrecacheOther("item_thighpack");
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// awp magnum
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UTIL_PrecacheOtherWeapon("weapon_awp");
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UTIL_PrecacheOther("ammo_338magnum");
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UTIL_PrecacheOtherWeapon("weapon_g3sg1");
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UTIL_PrecacheOtherWeapon("weapon_ak47");
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UTIL_PrecacheOtherWeapon("weapon_scout");
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UTIL_PrecacheOther("ammo_762nato");
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// m249
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UTIL_PrecacheOtherWeapon("weapon_m249");
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UTIL_PrecacheOther("ammo_556natobox");
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UTIL_PrecacheOtherWeapon("weapon_m4a1");
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UTIL_PrecacheOtherWeapon("weapon_sg552");
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UTIL_PrecacheOtherWeapon("weapon_aug");
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UTIL_PrecacheOtherWeapon("weapon_sg550");
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UTIL_PrecacheOther("ammo_556nato");
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// shotgun
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UTIL_PrecacheOtherWeapon("weapon_m3");
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UTIL_PrecacheOtherWeapon("weapon_xm1014");
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UTIL_PrecacheOther("ammo_buckshot");
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UTIL_PrecacheOtherWeapon("weapon_usp");
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UTIL_PrecacheOtherWeapon("weapon_mac10");
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UTIL_PrecacheOtherWeapon("weapon_ump45");
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UTIL_PrecacheOther("ammo_45acp");
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UTIL_PrecacheOtherWeapon("weapon_fiveseven");
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UTIL_PrecacheOtherWeapon("weapon_p90");
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UTIL_PrecacheOther("ammo_57mm");
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// deagle
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UTIL_PrecacheOtherWeapon("weapon_deagle");
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UTIL_PrecacheOther("ammo_50ae");
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// p228
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UTIL_PrecacheOtherWeapon("weapon_p228");
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UTIL_PrecacheOther("ammo_357sig");
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// knife
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UTIL_PrecacheOtherWeapon("weapon_knife");
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UTIL_PrecacheOtherWeapon("weapon_glock18");
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UTIL_PrecacheOtherWeapon("weapon_mp5navy");
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UTIL_PrecacheOtherWeapon("weapon_tmp");
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UTIL_PrecacheOtherWeapon("weapon_elite");
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UTIL_PrecacheOther("ammo_9mm");
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UTIL_PrecacheOtherWeapon("weapon_flashbang");
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UTIL_PrecacheOtherWeapon("weapon_hegrenade");
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UTIL_PrecacheOtherWeapon("weapon_smokegrenade");
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UTIL_PrecacheOtherWeapon("weapon_c4");
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UTIL_PrecacheOtherWeapon("weapon_galil");
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UTIL_PrecacheOtherWeapon("weapon_famas");
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if (g_pGameRules->IsDeathmatch())
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{
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// container for dropped deathmatch weapons
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UTIL_PrecacheOther("weaponbox");
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}
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g_sModelIndexFireball = PRECACHE_MODEL("sprites/zerogxplode.spr"); // fireball
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g_sModelIndexWExplosion = PRECACHE_MODEL("sprites/WXplo1.spr"); // underwater fireball
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g_sModelIndexSmoke = PRECACHE_MODEL("sprites/steam1.spr"); // smoke
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g_sModelIndexBubbles = PRECACHE_MODEL("sprites/bubble.spr"); // bubbles
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g_sModelIndexBloodSpray = PRECACHE_MODEL("sprites/bloodspray.spr"); // initial blood
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g_sModelIndexBloodDrop = PRECACHE_MODEL("sprites/blood.spr"); // splattered blood
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g_sModelIndexSmokePuff = PRECACHE_MODEL("sprites/smokepuff.spr");
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g_sModelIndexFireball2 = PRECACHE_MODEL("sprites/eexplo.spr");
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g_sModelIndexFireball3 = PRECACHE_MODEL("sprites/fexplo.spr");
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g_sModelIndexFireball4 = PRECACHE_MODEL("sprites/fexplo1.spr");
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g_sModelIndexRadio = PRECACHE_MODEL("sprites/radio.spr");
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g_sModelIndexCTGhost = PRECACHE_MODEL("sprites/b-tele1.spr");
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g_sModelIndexTGhost = PRECACHE_MODEL("sprites/c-tele1.spr");
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g_sModelIndexC4Glow = PRECACHE_MODEL("sprites/ledglow.spr");
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g_sModelIndexLaser = PRECACHE_MODEL((char *)g_pModelNameLaser);
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g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr");
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// used by explosions
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PRECACHE_MODEL("models/grenade.mdl");
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PRECACHE_MODEL("sprites/explode1.spr");
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PRECACHE_SOUND("weapons/debris1.wav"); // explosion aftermaths
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PRECACHE_SOUND("weapons/debris2.wav"); // explosion aftermaths
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PRECACHE_SOUND("weapons/debris3.wav"); // explosion aftermaths
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PRECACHE_SOUND("weapons/grenade_hit1.wav"); // grenade
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PRECACHE_SOUND("weapons/grenade_hit2.wav"); // grenade
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PRECACHE_SOUND("weapons/grenade_hit3.wav"); // grenade
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PRECACHE_SOUND("weapons/bullet_hit1.wav"); // hit by bullet
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PRECACHE_SOUND("weapons/bullet_hit2.wav"); // hit by bullet
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PRECACHE_SOUND("items/weapondrop1.wav"); // weapon falls to the ground
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PRECACHE_SOUND("weapons/generic_reload.wav");
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}
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IMPLEMENT_SAVERESTORE(CBasePlayerItem, CBaseAnimating);
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IMPLEMENT_SAVERESTORE(CBasePlayerWeapon, CBasePlayerItem);
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void CBasePlayerItem::__MAKE_VHOOK(SetObjectCollisionBox)()
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{
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pev->absmin = pev->origin + Vector(-24, -24, 0);
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pev->absmax = pev->origin + Vector(24, 24, 16);
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}
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// Sets up movetype, size, solidtype for a new weapon.
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void CBasePlayerItem::FallInit()
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{
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pev->movetype = MOVETYPE_TOSS;
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pev->solid = SOLID_BBOX;
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UTIL_SetOrigin(pev, pev->origin);
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//pointsize until it lands on the ground.
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
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SetTouch(&CBasePlayerItem::DefaultTouch);
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SetThink(&CBasePlayerItem::FallThink);
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pev->nextthink = gpGlobals->time + 0.1f;
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}
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// FallThink - Items that have just spawned run this think
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// to catch them when they hit the ground. Once we're sure
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// that the object is grounded, we change its solid type
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// to trigger and set it in a large box that helps the
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// player get it.
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void CBasePlayerItem::FallThink()
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{
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pev->nextthink = gpGlobals->time + 0.1f;
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if (pev->flags & FL_ONGROUND)
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{
|
|
// clatter if we have an owner (i.e., dropped by someone)
|
|
// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
|
|
if (!FNullEnt(pev->owner))
|
|
{
|
|
int pitch = RANDOM_LONG(0, 29) + 95;
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", VOL_NORM, ATTN_NORM, 0, pitch);
|
|
}
|
|
|
|
// lie flat
|
|
pev->angles.x = 0.0f;
|
|
pev->angles.z = 0.0f;
|
|
|
|
Materialize();
|
|
}
|
|
}
|
|
|
|
// Materialize - make a CBasePlayerItem visible and tangible
|
|
void CBasePlayerItem::Materialize()
|
|
{
|
|
if (pev->effects & EF_NODRAW)
|
|
{
|
|
// changing from invisible state to visible.
|
|
if (g_pGameRules->IsMultiplayer())
|
|
{
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", VOL_NORM, ATTN_NORM, 0, 150);
|
|
}
|
|
|
|
pev->effects &= ~EF_NODRAW;
|
|
pev->effects |= EF_MUZZLEFLASH;
|
|
}
|
|
|
|
pev->solid = SOLID_TRIGGER;
|
|
|
|
// link into world.
|
|
UTIL_SetOrigin(pev, pev->origin);
|
|
SetTouch(&CBasePlayerItem::DefaultTouch);
|
|
|
|
if (g_pGameRules->IsMultiplayer())
|
|
{
|
|
if (!CanDrop())
|
|
{
|
|
SetTouch(NULL);
|
|
}
|
|
|
|
SetThink(&CBaseEntity::SUB_Remove);
|
|
pev->nextthink = gpGlobals->time + 1.0f;
|
|
}
|
|
else
|
|
SetThink(NULL);
|
|
}
|
|
|
|
// AttemptToMaterialize - the item is trying to rematerialize,
|
|
// should it do so now or wait longer?
|
|
void CBasePlayerItem::AttemptToMaterialize()
|
|
{
|
|
float time = g_pGameRules->FlWeaponTryRespawn(this);
|
|
|
|
if (time == 0)
|
|
{
|
|
Materialize();
|
|
return;
|
|
}
|
|
|
|
pev->nextthink = gpGlobals->time + time;
|
|
}
|
|
|
|
// CheckRespawn - a player is taking this weapon, should
|
|
// it respawn?
|
|
void CBasePlayerItem::CheckRespawn()
|
|
{
|
|
switch (g_pGameRules->WeaponShouldRespawn(this))
|
|
{
|
|
case GR_WEAPON_RESPAWN_YES:
|
|
return;
|
|
case GR_WEAPON_RESPAWN_NO:
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Respawn - this item is already in the world, but it is
|
|
// invisible and intangible. Make it visible and tangible.
|
|
CBaseEntity *CBasePlayerItem::__MAKE_VHOOK(Respawn)()
|
|
{
|
|
// make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code
|
|
// will decide when to make the weapon visible and touchable.
|
|
CBaseEntity *pNewWeapon = CBaseEntity::Create((char *)STRING(pev->classname), g_pGameRules->VecWeaponRespawnSpot(this), pev->angles, pev->owner);
|
|
|
|
if (pNewWeapon != NULL)
|
|
{
|
|
// invisible for now
|
|
pNewWeapon->pev->effects |= EF_NODRAW;
|
|
|
|
// no touch
|
|
pNewWeapon->SetTouch(NULL);
|
|
pNewWeapon->SetThink(&CBasePlayerItem::AttemptToMaterialize);
|
|
|
|
DROP_TO_FLOOR(ENT(pev));
|
|
|
|
// not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
|
|
// but when it should respawn is based on conditions belonging to the weapon that was taken.
|
|
pNewWeapon->pev->nextthink = g_pGameRules->FlWeaponRespawnTime(this);
|
|
}
|
|
else
|
|
{
|
|
ALERT(at_console, "Respawn failed to create %s!\n", STRING(pev->classname));
|
|
}
|
|
|
|
return pNewWeapon;
|
|
}
|
|
|
|
// whats going on here is that if the player drops this weapon, they shouldn't take it back themselves
|
|
// for a little while. But if they throw it at someone else, the other player should get it immediately.
|
|
void CBasePlayerItem::DefaultTouch(CBaseEntity *pOther)
|
|
{
|
|
// if it's not a player, ignore
|
|
if (!pOther->IsPlayer())
|
|
{
|
|
return;
|
|
}
|
|
|
|
CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pOther);
|
|
|
|
if (pPlayer->m_bIsVIP
|
|
&& m_iId != WEAPON_USP
|
|
&& m_iId != WEAPON_GLOCK18
|
|
&& m_iId != WEAPON_P228
|
|
&& m_iId != WEAPON_DEAGLE
|
|
&& m_iId != WEAPON_KNIFE)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// can I have this?
|
|
if (!g_pGameRules->CanHavePlayerItem(pPlayer, this))
|
|
{
|
|
if (gEvilImpulse101)
|
|
{
|
|
UTIL_Remove(this);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (pOther->AddPlayerItem(this))
|
|
{
|
|
AttachToPlayer(pPlayer);
|
|
SetThink(NULL);
|
|
EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM);
|
|
}
|
|
|
|
SUB_UseTargets(pOther, USE_TOGGLE, 0);
|
|
}
|
|
|
|
void CBasePlayerWeapon::SetPlayerShieldAnim()
|
|
{
|
|
if (!m_pPlayer->HasShield())
|
|
return;
|
|
|
|
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
|
|
{
|
|
Q_strcpy(m_pPlayer->m_szAnimExtention, "shield");
|
|
}
|
|
else
|
|
{
|
|
Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgun");
|
|
}
|
|
}
|
|
|
|
void CBasePlayerWeapon::ResetPlayerShieldAnim()
|
|
{
|
|
if (m_pPlayer->HasShield())
|
|
{
|
|
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
|
|
{
|
|
Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgun");
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBasePlayerWeapon::EjectBrassLate()
|
|
{
|
|
int soundType;
|
|
Vector vecUp, vecRight, vecShellVelocity;
|
|
|
|
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
|
|
|
|
vecUp = RANDOM_FLOAT(100, 150) * gpGlobals->v_up;
|
|
vecRight = RANDOM_FLOAT(50, 70) * gpGlobals->v_right;
|
|
|
|
vecShellVelocity = (m_pPlayer->pev->velocity + vecRight + vecUp) + gpGlobals->v_forward * 25;
|
|
soundType = (m_iId == WEAPON_XM1014 || m_iId == WEAPON_M3) ? 2 : 1;
|
|
|
|
EjectBrass(pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -9 + gpGlobals->v_forward * 16, gpGlobals->v_right * -9,
|
|
vecShellVelocity, pev->angles.y, m_iShellId, soundType, m_pPlayer->entindex());
|
|
}
|
|
|
|
bool CBasePlayerWeapon::ShieldSecondaryFire(int iUpAnim, int iDownAnim)
|
|
{
|
|
if (!m_pPlayer->HasShield())
|
|
return false;
|
|
|
|
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
|
|
{
|
|
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
|
|
SendWeaponAnim(iDownAnim, UseDecrement() != FALSE);
|
|
Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgun");
|
|
m_fMaxSpeed = 250.0f;
|
|
m_pPlayer->m_bShieldDrawn = false;
|
|
}
|
|
else
|
|
{
|
|
m_iWeaponState |= WPNSTATE_SHIELD_DRAWN;
|
|
SendWeaponAnim(iUpAnim, UseDecrement() != FALSE);
|
|
Q_strcpy(m_pPlayer->m_szAnimExtention, "shielded");
|
|
m_fMaxSpeed = 180.0f;
|
|
m_pPlayer->m_bShieldDrawn = true;
|
|
}
|
|
|
|
m_pPlayer->UpdateShieldCrosshair((m_iWeaponState & WPNSTATE_SHIELD_DRAWN) != WPNSTATE_SHIELD_DRAWN);
|
|
m_pPlayer->ResetMaxSpeed();
|
|
|
|
m_flNextSecondaryAttack = 0.4f;
|
|
m_flNextPrimaryAttack = 0.4f;
|
|
m_flTimeWeaponIdle = 0.6f;
|
|
|
|
return true;
|
|
}
|
|
|
|
void CBasePlayerWeapon::KickBack(float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change)
|
|
{
|
|
float_precision flKickUp;
|
|
float flKickLateral;
|
|
|
|
if (m_iShotsFired == 1)
|
|
{
|
|
flKickUp = up_base;
|
|
flKickLateral = lateral_base;
|
|
}
|
|
else
|
|
{
|
|
flKickUp = m_iShotsFired * up_modifier + up_base;
|
|
flKickLateral = m_iShotsFired * lateral_modifier + lateral_base;
|
|
}
|
|
|
|
m_pPlayer->pev->punchangle.x -= flKickUp;
|
|
|
|
if (m_pPlayer->pev->punchangle.x < -up_max)
|
|
{
|
|
m_pPlayer->pev->punchangle.x = -up_max;
|
|
}
|
|
|
|
if (m_iDirection == 1)
|
|
{
|
|
m_pPlayer->pev->punchangle.y += flKickLateral;
|
|
|
|
if (m_pPlayer->pev->punchangle.y > lateral_max)
|
|
m_pPlayer->pev->punchangle.y = lateral_max;
|
|
}
|
|
else
|
|
{
|
|
m_pPlayer->pev->punchangle.y -= flKickLateral;
|
|
|
|
if (m_pPlayer->pev->punchangle.y < -lateral_max)
|
|
m_pPlayer->pev->punchangle.y = -lateral_max;
|
|
}
|
|
|
|
if (!RANDOM_LONG(0, direction_change))
|
|
{
|
|
m_iDirection = !m_iDirection;
|
|
}
|
|
}
|
|
|
|
void CBasePlayerWeapon::FireRemaining(int &shotsFired, float &shootTime, BOOL bIsGlock)
|
|
{
|
|
float nexttime = 0.1f;
|
|
if (--m_iClip < 0)
|
|
{
|
|
m_iClip = 0;
|
|
shotsFired = 3;
|
|
shootTime = 0;
|
|
return;
|
|
}
|
|
|
|
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
|
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition();
|
|
Vector vecDir;
|
|
|
|
int flag;
|
|
#ifdef CLIENT_WEAPONS
|
|
flag = FEV_NOTHOST;
|
|
#else
|
|
flag = 0;
|
|
#endif
|
|
|
|
if (bIsGlock)
|
|
{
|
|
vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, 0.05, 8192, 1, BULLET_PLAYER_9MM, 18, 0.9, m_pPlayer->pev, true, m_pPlayer->random_seed);
|
|
--m_pPlayer->ammo_9mm;
|
|
|
|
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireGlock18, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
|
|
int(m_pPlayer->pev->punchangle.x * 10000), int(m_pPlayer->pev->punchangle.y * 10000), m_iClip == 0, FALSE);
|
|
}
|
|
else
|
|
{
|
|
|
|
vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, m_fBurstSpread, 8192, 2, BULLET_PLAYER_556MM, 30, 0.96, m_pPlayer->pev, false, m_pPlayer->random_seed);
|
|
--m_pPlayer->ammo_556nato;
|
|
|
|
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireFamas, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
|
|
int(m_pPlayer->pev->punchangle.x * 10000000), int(m_pPlayer->pev->punchangle.y * 10000000), FALSE, FALSE);
|
|
}
|
|
|
|
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
|
|
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
|
|
|
|
if (++shotsFired != 3)
|
|
{
|
|
shootTime = gpGlobals->time + nexttime;
|
|
}
|
|
else
|
|
shootTime = 0;
|
|
}
|
|
|
|
BOOL CanAttack(float attack_time, float curtime, BOOL isPredicted)
|
|
{
|
|
#ifdef CLIENT_WEAPONS
|
|
if (!isPredicted)
|
|
#else
|
|
if (1)
|
|
#endif
|
|
{
|
|
return (attack_time <= curtime) ? TRUE : FALSE;
|
|
}
|
|
else
|
|
{
|
|
return (attack_time <= 0.0f) ? TRUE : FALSE;
|
|
}
|
|
}
|
|
|
|
bool CBasePlayerWeapon::HasSecondaryAttack()
|
|
{
|
|
if (m_pPlayer->HasShield())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
switch (m_iId)
|
|
{
|
|
case WEAPON_AK47:
|
|
case WEAPON_XM1014:
|
|
case WEAPON_MAC10:
|
|
case WEAPON_ELITE:
|
|
case WEAPON_FIVESEVEN:
|
|
case WEAPON_MP5N:
|
|
case WEAPON_M249:
|
|
case WEAPON_M3:
|
|
case WEAPON_TMP:
|
|
case WEAPON_DEAGLE:
|
|
case WEAPON_P228:
|
|
case WEAPON_P90:
|
|
case WEAPON_C4:
|
|
case WEAPON_GALIL:
|
|
return false;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CBasePlayerWeapon::__MAKE_VHOOK(ItemPostFrame)()
|
|
{
|
|
int usableButtons = m_pPlayer->pev->button;
|
|
|
|
if (!HasSecondaryAttack())
|
|
{
|
|
usableButtons &= ~IN_ATTACK2;
|
|
}
|
|
|
|
if (m_flGlock18Shoot != 0)
|
|
{
|
|
FireRemaining(m_iGlock18ShotsFired, m_flGlock18Shoot, TRUE);
|
|
}
|
|
else if (gpGlobals->time > m_flFamasShoot && m_flFamasShoot != 0)
|
|
{
|
|
FireRemaining(m_iFamasShotsFired, m_flFamasShoot, FALSE);
|
|
}
|
|
|
|
// Return zoom level back to previous zoom level before we fired a shot.
|
|
// This is used only for the AWP and Scout
|
|
if (m_flNextPrimaryAttack <= UTIL_WeaponTimeBase())
|
|
{
|
|
if (m_pPlayer->m_bResumeZoom)
|
|
{
|
|
m_pPlayer->m_iFOV = m_pPlayer->m_iLastZoom;
|
|
m_pPlayer->pev->fov = m_pPlayer->m_iFOV;
|
|
|
|
if (m_pPlayer->m_iFOV == m_pPlayer->m_iLastZoom)
|
|
{
|
|
// return the fade level in zoom.
|
|
m_pPlayer->m_bResumeZoom = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_pPlayer->m_flEjectBrass != 0 && m_pPlayer->m_flEjectBrass <= gpGlobals->time)
|
|
{
|
|
m_pPlayer->m_flEjectBrass = 0;
|
|
EjectBrassLate();
|
|
}
|
|
|
|
if (!(m_pPlayer->pev->button & IN_ATTACK))
|
|
{
|
|
m_flLastFireTime = 0;
|
|
}
|
|
|
|
if (m_pPlayer->HasShield())
|
|
{
|
|
if (m_fInReload && (m_pPlayer->pev->button & IN_ATTACK2))
|
|
{
|
|
SecondaryAttack();
|
|
m_pPlayer->pev->button &= ~IN_ATTACK2;
|
|
m_fInReload = FALSE;
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase();
|
|
}
|
|
}
|
|
|
|
if (m_fInReload && m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase())
|
|
{
|
|
// complete the reload.
|
|
int j = Q_min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
|
|
|
// Add them to the clip
|
|
m_iClip += j;
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
|
|
m_pPlayer->TabulateAmmo();
|
|
m_fInReload = FALSE;
|
|
}
|
|
|
|
if ((usableButtons & IN_ATTACK2) && CanAttack(m_flNextSecondaryAttack, UTIL_WeaponTimeBase(), UseDecrement()))
|
|
{
|
|
if (pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()])
|
|
{
|
|
m_fFireOnEmpty = TRUE;
|
|
}
|
|
|
|
SecondaryAttack();
|
|
m_pPlayer->pev->button &= ~IN_ATTACK2;
|
|
}
|
|
else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack(m_flNextPrimaryAttack, UTIL_WeaponTimeBase(), UseDecrement()))
|
|
{
|
|
if ((m_iClip == 0 && pszAmmo1()) || (iMaxClip() == WEAPON_NOCLIP && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()]))
|
|
{
|
|
m_fFireOnEmpty = TRUE;
|
|
}
|
|
|
|
m_pPlayer->TabulateAmmo();
|
|
|
|
// Can't shoot during the freeze period
|
|
// Always allow firing in single player
|
|
if ((m_pPlayer->m_bCanShoot && g_pGameRules->IsMultiplayer() && !g_pGameRules->IsFreezePeriod() && !m_pPlayer->m_bIsDefusing) || !g_pGameRules->IsMultiplayer())
|
|
{
|
|
PrimaryAttack();
|
|
}
|
|
}
|
|
else if ((m_pPlayer->pev->button & IN_RELOAD) && iMaxClip() != WEAPON_NOCLIP && !m_fInReload && m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
|
|
{
|
|
// reload when reload is pressed, or if no buttons are down and weapon is empty.
|
|
if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0)
|
|
{
|
|
if (!(m_iWeaponState & WPNSTATE_SHIELD_DRAWN))
|
|
{
|
|
// reload when reload is pressed, or if no buttons are down and weapon is empty.
|
|
Reload();
|
|
}
|
|
}
|
|
}
|
|
else if (!(usableButtons & (IN_ATTACK | IN_ATTACK2)))
|
|
{
|
|
// no fire buttons down
|
|
|
|
// The following code prevents the player from tapping the firebutton repeatedly
|
|
// to simulate full auto and retaining the single shot accuracy of single fire
|
|
if (m_bDelayFire)
|
|
{
|
|
m_bDelayFire = false;
|
|
|
|
if (m_iShotsFired > 15)
|
|
{
|
|
m_iShotsFired = 15;
|
|
}
|
|
|
|
m_flDecreaseShotsFired = gpGlobals->time + 0.4f;
|
|
}
|
|
|
|
m_fFireOnEmpty = FALSE;
|
|
|
|
// if it's a pistol then set the shots fired to 0 after the player releases a button
|
|
if (IsSecondaryWeapon(m_iId))
|
|
{
|
|
m_iShotsFired = 0;
|
|
}
|
|
else
|
|
{
|
|
if (m_iShotsFired > 0 && m_flDecreaseShotsFired < gpGlobals->time)
|
|
{
|
|
m_flDecreaseShotsFired = gpGlobals->time + 0.0225f;
|
|
m_iShotsFired--;
|
|
}
|
|
}
|
|
|
|
if (!IsUseable() && m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
|
|
{
|
|
#if 0
|
|
// weapon isn't useable, switch.
|
|
if (!(iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && g_pGameRules->GetNextBestWeapon(m_pPlayer, this))
|
|
{
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3f;
|
|
return;
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
if (!(m_iWeaponState & WPNSTATE_SHIELD_DRAWN))
|
|
{
|
|
// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
|
|
if (!m_iClip && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
|
|
{
|
|
if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0)
|
|
{
|
|
Reload();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
WeaponIdle();
|
|
return;
|
|
}
|
|
|
|
// catch all
|
|
if (ShouldWeaponIdle())
|
|
{
|
|
WeaponIdle();
|
|
}
|
|
}
|
|
|
|
void CBasePlayerItem::DestroyItem()
|
|
{
|
|
if (m_pPlayer != NULL)
|
|
{
|
|
// if attached to a player, remove.
|
|
m_pPlayer->RemovePlayerItem(this);
|
|
}
|
|
|
|
Kill();
|
|
}
|
|
|
|
int CBasePlayerItem::__MAKE_VHOOK(AddToPlayer)(CBasePlayer *pPlayer)
|
|
{
|
|
m_pPlayer = pPlayer;
|
|
|
|
MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
|
|
WRITE_BYTE(m_iId);
|
|
MESSAGE_END();
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void CBasePlayerItem::__MAKE_VHOOK(Drop)()
|
|
{
|
|
SetTouch(NULL);
|
|
SetThink(&CBaseEntity::SUB_Remove);
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
}
|
|
|
|
void CBasePlayerItem::__MAKE_VHOOK(Kill)()
|
|
{
|
|
SetTouch(NULL);
|
|
SetThink(&CBaseEntity::SUB_Remove);
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
}
|
|
|
|
void CBasePlayerItem::__MAKE_VHOOK(Holster)(int skiplocal)
|
|
{
|
|
m_pPlayer->pev->viewmodel = 0;
|
|
m_pPlayer->pev->weaponmodel = 0;
|
|
}
|
|
|
|
void CBasePlayerItem::__MAKE_VHOOK(AttachToPlayer)(CBasePlayer *pPlayer)
|
|
{
|
|
pev->movetype = MOVETYPE_FOLLOW;
|
|
pev->solid = SOLID_NOT;
|
|
pev->aiment = pPlayer->edict();
|
|
pev->effects = EF_NODRAW;
|
|
|
|
// server won't send down to clients if modelindex == 0
|
|
pev->modelindex = 0;
|
|
pev->model = 0;
|
|
pev->owner = pPlayer->edict();
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
|
|
SetTouch(NULL);
|
|
}
|
|
|
|
// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
|
|
int CBasePlayerWeapon::__MAKE_VHOOK(AddDuplicate)(CBasePlayerItem *pOriginal)
|
|
{
|
|
if (m_iDefaultAmmo)
|
|
{
|
|
return ExtractAmmo((CBasePlayerWeapon *)pOriginal);
|
|
}
|
|
else
|
|
{
|
|
// a dead player dropped this.
|
|
return ExtractClipAmmo((CBasePlayerWeapon *)pOriginal);
|
|
}
|
|
}
|
|
|
|
int CBasePlayerWeapon::__MAKE_VHOOK(AddToPlayer)(CBasePlayer *pPlayer)
|
|
{
|
|
m_pPlayer = pPlayer;
|
|
pPlayer->pev->weapons |= (1 << m_iId);
|
|
|
|
if (!m_iPrimaryAmmoType)
|
|
{
|
|
m_iPrimaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo1());
|
|
m_iSecondaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo2());
|
|
}
|
|
|
|
if (AddWeapon())
|
|
{
|
|
return CBasePlayerItem::AddToPlayer(pPlayer);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
int CBasePlayerWeapon::__MAKE_VHOOK(UpdateClientData)(CBasePlayer *pPlayer)
|
|
{
|
|
bool bSend = false;
|
|
int state = 0;
|
|
|
|
if (pPlayer->m_pActiveItem == this)
|
|
{
|
|
if (pPlayer->m_fOnTarget)
|
|
state = WEAPON_IS_ONTARGET;
|
|
else
|
|
state = 1;
|
|
}
|
|
|
|
if (!pPlayer->m_fWeapon)
|
|
bSend = true;
|
|
|
|
if (this == pPlayer->m_pActiveItem || this == pPlayer->m_pClientActiveItem)
|
|
{
|
|
if (pPlayer->m_pActiveItem != pPlayer->m_pClientActiveItem)
|
|
bSend = true;
|
|
}
|
|
|
|
if (m_iClip != m_iClientClip || state != m_iClientWeaponState || pPlayer->m_iFOV != pPlayer->m_iClientFOV)
|
|
bSend = true;
|
|
|
|
if (bSend)
|
|
{
|
|
MESSAGE_BEGIN(MSG_ONE, gmsgCurWeapon, NULL, pPlayer->pev);
|
|
WRITE_BYTE(state);
|
|
WRITE_BYTE(m_iId);
|
|
WRITE_BYTE(m_iClip);
|
|
MESSAGE_END();
|
|
|
|
m_iClientClip = m_iClip;
|
|
m_iClientWeaponState = state;
|
|
pPlayer->m_fWeapon = TRUE;
|
|
}
|
|
|
|
if (m_pNext != NULL)
|
|
{
|
|
m_pNext->UpdateClientData(pPlayer);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
void CBasePlayerWeapon::__MAKE_VHOOK(SendWeaponAnim)(int iAnim, int skiplocal)
|
|
{
|
|
m_pPlayer->pev->weaponanim = iAnim;
|
|
|
|
#ifdef CLIENT_WEAPONS
|
|
if (skiplocal && ENGINE_CANSKIP(m_pPlayer->edict()))
|
|
return;
|
|
#endif
|
|
|
|
MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev);
|
|
WRITE_BYTE(iAnim); // sequence number
|
|
WRITE_BYTE(pev->body); // weaponmodel bodygroup.
|
|
MESSAGE_END();
|
|
}
|
|
|
|
BOOL CBasePlayerWeapon::AddPrimaryAmmo(int iCount, char *szName, int iMaxClip, int iMaxCarry)
|
|
{
|
|
int iIdAmmo;
|
|
|
|
if (iMaxClip < 1)
|
|
{
|
|
m_iClip = -1;
|
|
iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry);
|
|
}
|
|
else if (m_iClip == 0)
|
|
{
|
|
int i;
|
|
i = Q_min(m_iClip + iCount, iMaxClip);
|
|
m_iClip += i;
|
|
|
|
iIdAmmo = m_pPlayer->GiveAmmo(iCount - i, szName, iMaxCarry);
|
|
}
|
|
else
|
|
{
|
|
iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry);
|
|
}
|
|
|
|
if (iIdAmmo > 0)
|
|
{
|
|
m_iPrimaryAmmoType = iIdAmmo;
|
|
if (m_pPlayer->HasPlayerItem(this))
|
|
{
|
|
// play the "got ammo" sound only if we gave some ammo to a player that already had this gun.
|
|
// if the player is just getting this gun for the first time, DefaultTouch will play the "picked up gun" sound for us.
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
return iIdAmmo > 0 ? TRUE : FALSE;
|
|
}
|
|
|
|
BOOL CBasePlayerWeapon::AddSecondaryAmmo(int iCount, char *szName, int iMax)
|
|
{
|
|
int iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMax);
|
|
|
|
if (iIdAmmo > 0)
|
|
{
|
|
m_iSecondaryAmmoType = iIdAmmo;
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM);
|
|
}
|
|
|
|
return iIdAmmo > 0 ? TRUE : FALSE;
|
|
}
|
|
|
|
// IsUseable - this function determines whether or not a
|
|
// weapon is useable by the player in its current state.
|
|
// (does it have ammo loaded? do I have any ammo for the
|
|
// weapon?, etc)
|
|
BOOL CBasePlayerWeapon::__MAKE_VHOOK(IsUseable)()
|
|
{
|
|
if (m_iClip <= 0)
|
|
{
|
|
if (m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] <= 0 && iMaxAmmo1() != -1)
|
|
{
|
|
// clip is empty (or nonexistant) and the player has no more ammo of this type.
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
BOOL CBasePlayerWeapon::__MAKE_VHOOK(CanDeploy)()
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
BOOL CBasePlayerWeapon::DefaultDeploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal)
|
|
{
|
|
if (!CanDeploy())
|
|
return FALSE;
|
|
|
|
m_pPlayer->TabulateAmmo();
|
|
m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
|
|
m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel);
|
|
model_name = m_pPlayer->pev->viewmodel;
|
|
Q_strcpy(m_pPlayer->m_szAnimExtention, szAnimExt);
|
|
SendWeaponAnim(iAnim, skiplocal);
|
|
|
|
m_pPlayer->m_flNextAttack = 0.75f;
|
|
m_flTimeWeaponIdle = 1.5f;
|
|
m_flLastFireTime = 0.0f;
|
|
m_flDecreaseShotsFired = gpGlobals->time;
|
|
|
|
m_pPlayer->m_iFOV = DEFAULT_FOV;
|
|
m_pPlayer->pev->fov = DEFAULT_FOV;
|
|
m_pPlayer->m_iLastZoom = DEFAULT_FOV;
|
|
m_pPlayer->m_bResumeZoom = false;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void CBasePlayerWeapon::ReloadSound()
|
|
{
|
|
Vector origin;
|
|
CBaseEntity *pPlayer = NULL;
|
|
float distance;
|
|
|
|
m_pPlayer->pev->origin.CopyToArray(origin);
|
|
|
|
while ((pPlayer = (CBasePlayer *)UTIL_FindEntityByClassname(pPlayer, "player")) != NULL)
|
|
{
|
|
if (pPlayer->IsDormant())
|
|
break;
|
|
|
|
if (pPlayer == m_pPlayer)
|
|
continue;
|
|
|
|
distance = (origin - pPlayer->pev->origin).Length();
|
|
|
|
if (distance <= DISTANCE_RELOAD_SOUND)
|
|
{
|
|
MESSAGE_BEGIN(MSG_ONE, gmsgReloadSound, NULL, pPlayer->pev);
|
|
WRITE_BYTE(int((1.0f - (distance / DISTANCE_RELOAD_SOUND)) * 255.0f));
|
|
if (!Q_strcmp(STRING(pev->classname), "weapon_m3") || !Q_strcmp(STRING(pev->classname), "weapon_xm1014"))
|
|
WRITE_BYTE(0);
|
|
else
|
|
WRITE_BYTE(1);
|
|
MESSAGE_END();
|
|
}
|
|
}
|
|
}
|
|
|
|
int CBasePlayerWeapon::DefaultReload(int iClipSize, int iAnim, float fDelay)
|
|
{
|
|
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
|
|
return FALSE;
|
|
|
|
int j = Q_min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
|
|
|
if (!j)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
m_pPlayer->m_flNextAttack = fDelay;
|
|
|
|
ReloadSound();
|
|
SendWeaponAnim(iAnim, UseDecrement() ? 1 : 0);
|
|
|
|
m_fInReload = TRUE;
|
|
m_flTimeWeaponIdle = fDelay + 0.5f;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
BOOL CBasePlayerWeapon::__MAKE_VHOOK(PlayEmptySound)()
|
|
{
|
|
if (m_iPlayEmptySound)
|
|
{
|
|
switch (m_iId)
|
|
{
|
|
case WEAPON_USP:
|
|
case WEAPON_GLOCK18:
|
|
case WEAPON_P228:
|
|
case WEAPON_DEAGLE:
|
|
case WEAPON_ELITE:
|
|
case WEAPON_FIVESEVEN:
|
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/dryfire_pistol.wav", 0.8, ATTN_NORM);
|
|
break;
|
|
default:
|
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/dryfire_rifle.wav", 0.8, ATTN_NORM);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
void CBasePlayerWeapon::__MAKE_VHOOK(ResetEmptySound)()
|
|
{
|
|
m_iPlayEmptySound = 1;
|
|
}
|
|
|
|
int CBasePlayerWeapon::__MAKE_VHOOK(PrimaryAmmoIndex)()
|
|
{
|
|
return m_iPrimaryAmmoType;
|
|
}
|
|
|
|
int CBasePlayerWeapon::__MAKE_VHOOK(SecondaryAmmoIndex)()
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
void CBasePlayerWeapon::__MAKE_VHOOK(Holster)(int skiplocal)
|
|
{
|
|
// cancel any reload in progress.
|
|
m_fInReload = FALSE;
|
|
m_pPlayer->pev->viewmodel = 0;
|
|
m_pPlayer->pev->weaponmodel = 0;
|
|
}
|
|
|
|
void CBasePlayerAmmo::__MAKE_VHOOK(Spawn)()
|
|
{
|
|
pev->movetype = MOVETYPE_TOSS;
|
|
pev->solid = SOLID_TRIGGER;
|
|
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
|
|
UTIL_SetOrigin(pev, pev->origin);
|
|
|
|
SetTouch(&CBasePlayerAmmo::DefaultTouch);
|
|
|
|
if (g_pGameRules->IsMultiplayer())
|
|
{
|
|
SetThink(&CBaseEntity::SUB_Remove);
|
|
pev->nextthink = gpGlobals->time + 2.0f;
|
|
}
|
|
}
|
|
|
|
CBaseEntity *CBasePlayerAmmo::__MAKE_VHOOK(Respawn)()
|
|
{
|
|
pev->effects |= EF_NODRAW;
|
|
SetTouch(NULL);
|
|
|
|
// move to wherever I'm supposed to repawn.
|
|
UTIL_SetOrigin(pev, g_pGameRules->VecAmmoRespawnSpot(this));
|
|
|
|
SetThink(&CBasePlayerAmmo::Materialize);
|
|
pev->nextthink = g_pGameRules->FlAmmoRespawnTime(this);
|
|
|
|
return this;
|
|
}
|
|
|
|
void CBasePlayerAmmo::Materialize()
|
|
{
|
|
if (pev->effects & EF_NODRAW)
|
|
{
|
|
// changing from invisible state to visible.
|
|
if (g_pGameRules->IsMultiplayer())
|
|
{
|
|
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(&CBasePlayerAmmo::DefaultTouch);
|
|
}
|
|
|
|
void CBasePlayerAmmo::DefaultTouch(CBaseEntity *pOther)
|
|
{
|
|
if (!pOther->IsPlayer())
|
|
return;
|
|
|
|
if (AddAmmo(pOther))
|
|
{
|
|
if (g_pGameRules->AmmoShouldRespawn(this) == GR_AMMO_RESPAWN_YES)
|
|
{
|
|
Respawn();
|
|
}
|
|
else
|
|
{
|
|
SetTouch(NULL);
|
|
SetThink(&CBaseEntity::SUB_Remove);
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
}
|
|
}
|
|
else if (gEvilImpulse101)
|
|
{
|
|
// evil impulse 101 hack, kill always
|
|
SetTouch(NULL);
|
|
SetThink(&CBaseEntity::SUB_Remove);
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
}
|
|
}
|
|
|
|
// called by the new item with the existing item as parameter
|
|
//
|
|
// if we call ExtractAmmo(), it's because the player is picking up this type of weapon for
|
|
// the first time. If it is spawned by the world, m_iDefaultAmmo will have a default ammo amount in it.
|
|
// if this is a weapon dropped by a dying player, has 0 m_iDefaultAmmo, which means only the ammo in
|
|
// the weapon clip comes along.
|
|
int CBasePlayerWeapon::__MAKE_VHOOK(ExtractAmmo)(CBasePlayerWeapon *pWeapon)
|
|
{
|
|
int iReturn = 0;
|
|
|
|
if (pszAmmo1() != NULL)
|
|
{
|
|
// blindly call with m_iDefaultAmmo. It's either going to be a value or zero. If it is zero,
|
|
// we only get the ammo in the weapon's clip, which is what we want.
|
|
iReturn = pWeapon->AddPrimaryAmmo(m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1());
|
|
m_iDefaultAmmo = 0;
|
|
}
|
|
|
|
if (pszAmmo2() != NULL)
|
|
{
|
|
iReturn = AddSecondaryAmmo(0, (char *)pszAmmo2(), iMaxAmmo2());
|
|
}
|
|
|
|
return iReturn;
|
|
}
|
|
|
|
// called by the new item's class with the existing item as parameter
|
|
int CBasePlayerWeapon::__MAKE_VHOOK(ExtractClipAmmo)(CBasePlayerWeapon *pWeapon)
|
|
{
|
|
int iAmmo;
|
|
if (m_iClip == WEAPON_NOCLIP)
|
|
{
|
|
// guns with no clips always come empty if they are second-hand
|
|
iAmmo = 0;
|
|
}
|
|
else
|
|
{
|
|
iAmmo = m_iClip;
|
|
}
|
|
|
|
return pWeapon->m_pPlayer->GiveAmmo(iAmmo, (char *)pszAmmo1(), iMaxAmmo1());
|
|
}
|
|
|
|
// RetireWeapon - no more ammo for this gun, put it away.
|
|
void CBasePlayerWeapon::__MAKE_VHOOK(RetireWeapon)()
|
|
{
|
|
// first, no viewmodel at all.
|
|
m_pPlayer->pev->viewmodel = iStringNull;
|
|
m_pPlayer->pev->weaponmodel = iStringNull;
|
|
|
|
g_pGameRules->GetNextBestWeapon(m_pPlayer, this);
|
|
}
|
|
|
|
// GetNextAttackDelay - An accurate way of calcualting the next attack time.
|
|
float CBasePlayerWeapon::GetNextAttackDelay(float delay)
|
|
{
|
|
if (m_flLastFireTime == 0.0f || m_flNextPrimaryAttack == -1.0f)
|
|
{
|
|
// At this point, we are assuming that the client has stopped firing
|
|
// and we are going to reset our book keeping variables.
|
|
m_flPrevPrimaryAttack = delay;
|
|
m_flLastFireTime = gpGlobals->time;
|
|
}
|
|
|
|
#ifdef REGAMEDLL_BUILD_6153
|
|
|
|
// TODO: Build 6xxx
|
|
// at build 6153 beta this removed
|
|
// maybe it was initiated due to the delay of the shot
|
|
|
|
// calculate the time between this shot and the previous
|
|
float flTimeBetweenFires = gpGlobals->time - m_flLastFireTime;
|
|
float flCreep = 0.0f;
|
|
|
|
if (flTimeBetweenFires > 0)
|
|
{
|
|
flCreep = flTimeBetweenFires - m_flPrevPrimaryAttack;
|
|
}
|
|
|
|
float flNextAttack = UTIL_WeaponTimeBase() + delay - flCreep;
|
|
#else
|
|
float flNextAttack = UTIL_WeaponTimeBase() + delay;
|
|
#endif
|
|
|
|
// save the last fire time
|
|
m_flLastFireTime = gpGlobals->time;
|
|
|
|
// we need to remember what the m_flNextPrimaryAttack time is set to for each shot,
|
|
// store it as m_flPrevPrimaryAttack.
|
|
m_flPrevPrimaryAttack = flNextAttack - UTIL_WeaponTimeBase();
|
|
|
|
return flNextAttack;
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS(weaponbox, CWeaponBox);
|
|
IMPLEMENT_SAVERESTORE(CWeaponBox, CBaseEntity);
|
|
|
|
void CWeaponBox::__MAKE_VHOOK(Precache)()
|
|
{
|
|
PRECACHE_MODEL("models/w_weaponbox.mdl");
|
|
}
|
|
|
|
void CWeaponBox::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
|
|
{
|
|
if (m_cAmmoTypes >= MAX_AMMO_SLOTS)
|
|
{
|
|
ALERT(at_console, "WeaponBox too full! only %d ammotypes allowed\n", MAX_AMMO_SLOTS);
|
|
return;
|
|
}
|
|
|
|
PackAmmo(ALLOC_STRING(pkvd->szKeyName), Q_atoi(pkvd->szValue));
|
|
|
|
// count this new ammo type.
|
|
m_cAmmoTypes++;
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
|
|
void CWeaponBox::BombThink()
|
|
{
|
|
if (!m_bIsBomb)
|
|
return;
|
|
|
|
CBaseEntity *pEntity = NULL;
|
|
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")) != NULL)
|
|
{
|
|
if (FNullEnt(pEntity->edict()))
|
|
break;
|
|
|
|
if (!pEntity->IsPlayer() || pEntity->IsDormant())
|
|
continue;
|
|
|
|
CBasePlayer *pTempPlayer = GetClassPtr((CBasePlayer *)pEntity->pev);
|
|
|
|
if (pTempPlayer->pev->deadflag == DEAD_NO && pTempPlayer->m_iTeam == TERRORIST)
|
|
{
|
|
MESSAGE_BEGIN(MSG_ONE, gmsgBombDrop, NULL, pTempPlayer->edict());
|
|
WRITE_COORD(pev->origin.x);
|
|
WRITE_COORD(pev->origin.y);
|
|
WRITE_COORD(pev->origin.z);
|
|
WRITE_BYTE(0);
|
|
MESSAGE_END();
|
|
}
|
|
}
|
|
|
|
pev->nextthink = gpGlobals->time + 1.0f;
|
|
}
|
|
|
|
void CWeaponBox::__MAKE_VHOOK(Spawn)()
|
|
{
|
|
Precache();
|
|
|
|
pev->movetype = MOVETYPE_TOSS;
|
|
pev->solid = SOLID_TRIGGER;
|
|
|
|
m_bIsBomb = false;
|
|
|
|
UTIL_SetSize(pev, g_vecZero, g_vecZero);
|
|
SET_MODEL(ENT(pev), "models/w_weaponbox.mdl");
|
|
}
|
|
|
|
// CWeaponBox - Kill - the think function that removes the
|
|
// box from the world.
|
|
void CWeaponBox::Kill()
|
|
{
|
|
CBasePlayerItem *pWeapon;
|
|
int i;
|
|
|
|
// destroy the weapons
|
|
for (i = 0; i < MAX_ITEM_TYPES; ++i)
|
|
{
|
|
pWeapon = m_rgpPlayerItems[i];
|
|
|
|
while (pWeapon != NULL)
|
|
{
|
|
pWeapon->SetThink(&CBaseEntity::SUB_Remove);
|
|
pWeapon->pev->nextthink = gpGlobals->time + 0.1f;
|
|
pWeapon = pWeapon->m_pNext;
|
|
}
|
|
}
|
|
|
|
// remove the box
|
|
UTIL_Remove(this);
|
|
}
|
|
|
|
// CWeaponBox - Touch: try to add my contents to the toucher
|
|
// if the toucher is a player.
|
|
void CWeaponBox::__MAKE_VHOOK(Touch)(CBaseEntity *pOther)
|
|
{
|
|
if (!(pev->flags & FL_ONGROUND))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!pOther->IsPlayer())
|
|
{
|
|
// only players may touch a weaponbox.
|
|
return;
|
|
}
|
|
|
|
if (!pOther->IsAlive())
|
|
{
|
|
// no dead guys.
|
|
return;
|
|
}
|
|
|
|
CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pOther);
|
|
|
|
if (pPlayer->m_bIsVIP || pPlayer->m_bShieldDrawn)
|
|
return;
|
|
|
|
pPlayer->OnTouchingWeapon(this);
|
|
|
|
bool bRemove = true;
|
|
bool bEmitSound = false;
|
|
|
|
// go through my weapons and try to give the usable ones to the player.
|
|
// it's important the the player be given ammo first, so the weapons code doesn't refuse
|
|
// to deploy a better weapon that the player may pick up because he has no ammo for it.
|
|
for (int i = 0; i < MAX_ITEM_TYPES; ++i)
|
|
{
|
|
if (!m_rgpPlayerItems[i])
|
|
{
|
|
continue;
|
|
}
|
|
|
|
CBasePlayerItem *pItem = m_rgpPlayerItems[i];
|
|
|
|
// have at least one weapon in this slot
|
|
while (pItem != NULL)
|
|
{
|
|
if ((pPlayer->HasShield() && pItem->m_iId == WEAPON_ELITE)
|
|
|| (pPlayer->IsBot() && (TheCSBots() != NULL && !TheCSBots()->IsWeaponUseable(pItem))))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (FClassnameIs(pItem->pev, "weapon_c4"))
|
|
{
|
|
if (pPlayer->m_iTeam != TERRORIST || pPlayer->pev->deadflag != DEAD_NO)
|
|
return;
|
|
|
|
if (pPlayer->m_bShowHints && !(pPlayer->m_flDisplayHistory & DHF_BOMB_RETRIEVED))
|
|
{
|
|
pPlayer->m_flDisplayHistory |= DHF_BOMB_RETRIEVED;
|
|
pPlayer->HintMessage("#Hint_you_have_the_bomb");
|
|
}
|
|
else
|
|
ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Got_bomb");
|
|
|
|
UTIL_LogPrintf("\"%s<%i><%s><TERRORIST>\" triggered \"Got_The_Bomb\"\n",
|
|
STRING(pPlayer->pev->netname),
|
|
GETPLAYERUSERID(pPlayer->edict()),
|
|
GETPLAYERAUTHID(pPlayer->edict()));
|
|
|
|
g_pGameRules->m_bBombDropped = FALSE;
|
|
|
|
MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR);
|
|
WRITE_BYTE(9);
|
|
WRITE_BYTE(DRC_CMD_EVENT);
|
|
WRITE_SHORT(ENTINDEX(pPlayer->edict()));
|
|
WRITE_SHORT(ENTINDEX(edict()));
|
|
WRITE_LONG(6);
|
|
MESSAGE_END();
|
|
|
|
pPlayer->m_bHasC4 = true;
|
|
pPlayer->SetBombIcon(FALSE);
|
|
pPlayer->pev->body = 1;
|
|
|
|
CBaseEntity *pEntity = NULL;
|
|
|
|
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")) != NULL)
|
|
{
|
|
if (FNullEnt(pEntity->edict()))
|
|
break;
|
|
|
|
if (!pEntity->IsPlayer())
|
|
continue;
|
|
|
|
if (pEntity->pev->flags == FL_DORMANT)
|
|
continue;
|
|
|
|
CBasePlayer *pTempPlayer = GetClassPtr((CBasePlayer *)pEntity->pev);
|
|
|
|
if (pTempPlayer->pev->deadflag == DEAD_NO && pTempPlayer->m_iTeam == TERRORIST)
|
|
{
|
|
if (pTempPlayer != pPlayer)
|
|
{
|
|
ClientPrint(pTempPlayer->pev, HUD_PRINTCENTER, "#Game_bomb_pickup", STRING(pPlayer->pev->netname));
|
|
}
|
|
|
|
MESSAGE_BEGIN(MSG_ONE, gmsgBombPickup, NULL, pTempPlayer->pev);
|
|
MESSAGE_END();
|
|
}
|
|
}
|
|
|
|
if (TheCSBots() != NULL)
|
|
{
|
|
TheCSBots()->SetLooseBomb(NULL);
|
|
}
|
|
|
|
if (TheBots != NULL)
|
|
{
|
|
TheBots->OnEvent(EVENT_BOMB_PICKED_UP, pPlayer);
|
|
}
|
|
}
|
|
|
|
if (i >= PRIMARY_WEAPON_SLOT && i <= PISTOL_SLOT && pPlayer->m_rgpPlayerItems[i] != NULL)
|
|
{
|
|
// ...
|
|
}
|
|
else if (i == GRENADE_SLOT)
|
|
{
|
|
CBasePlayerWeapon *pGrenade = static_cast<CBasePlayerWeapon *>(m_rgpPlayerItems[i]);
|
|
if (pGrenade != NULL && pGrenade->IsWeapon())
|
|
{
|
|
int playerGrenades = pPlayer->m_rgAmmo[pGrenade->m_iPrimaryAmmoType];
|
|
int maxGrenades = 0;
|
|
const char *grenadeName = NULL;
|
|
|
|
switch (pGrenade->m_iId)
|
|
{
|
|
case WEAPON_HEGRENADE:
|
|
grenadeName = "weapon_hegrenade";
|
|
maxGrenades = 1;
|
|
break;
|
|
case WEAPON_SMOKEGRENADE:
|
|
grenadeName = "weapon_smokegrenade";
|
|
maxGrenades = 1;
|
|
break;
|
|
case WEAPON_FLASHBANG:
|
|
grenadeName = "weapon_flashbang";
|
|
maxGrenades = 2;
|
|
break;
|
|
}
|
|
|
|
if (playerGrenades < maxGrenades && grenadeName != NULL)
|
|
{
|
|
bEmitSound = true;
|
|
pPlayer->GiveNamedItem(grenadeName);
|
|
|
|
// unlink this weapon from the box
|
|
pItem = m_rgpPlayerItems[i]->m_pNext;
|
|
m_rgpPlayerItems[i] = pItem;
|
|
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
else if (pPlayer->HasShield() && i == PRIMARY_WEAPON_SLOT)
|
|
{
|
|
// ...
|
|
}
|
|
else
|
|
{
|
|
if (pPlayer->AddPlayerItem(pItem))
|
|
{
|
|
pItem->AttachToPlayer(pPlayer);
|
|
bEmitSound = true;
|
|
}
|
|
|
|
// unlink this weapon from the box
|
|
pItem = m_rgpPlayerItems[i]->m_pNext;
|
|
m_rgpPlayerItems[i] = pItem;
|
|
|
|
continue;
|
|
}
|
|
|
|
bRemove = false;
|
|
pItem = m_rgpPlayerItems[i]->m_pNext;
|
|
}
|
|
}
|
|
|
|
if (bRemove)
|
|
{
|
|
// dole out ammo
|
|
for (int n = 0; n < MAX_AMMO_SLOTS; n++)
|
|
{
|
|
if (!FStringNull(m_rgiszAmmo[n]))
|
|
{
|
|
// there's some ammo of this type.
|
|
pPlayer->GiveAmmo(m_rgAmmo[n], (char *)STRING(m_rgiszAmmo[n]), MaxAmmoCarry(m_rgiszAmmo[n]));
|
|
|
|
// now empty the ammo from the weaponbox since we just gave it to the player
|
|
m_rgiszAmmo[n] = iStringNull;
|
|
m_rgAmmo[n] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bEmitSound)
|
|
{
|
|
EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM);
|
|
}
|
|
|
|
if (bRemove)
|
|
{
|
|
SetTouch(NULL);
|
|
UTIL_Remove(this);
|
|
}
|
|
}
|
|
|
|
// CWeaponBox - PackWeapon: Add this weapon to the box
|
|
BOOL CWeaponBox::PackWeapon(CBasePlayerItem *pWeapon)
|
|
{
|
|
// is one of these weapons already packed in this box?
|
|
if (HasWeapon(pWeapon))
|
|
{
|
|
// box can only hold one of each weapon type
|
|
return FALSE;
|
|
}
|
|
|
|
if (pWeapon->m_pPlayer)
|
|
{
|
|
if (pWeapon->m_pPlayer->m_pActiveItem == pWeapon)
|
|
{
|
|
pWeapon->Holster();
|
|
}
|
|
|
|
if (!pWeapon->m_pPlayer->RemovePlayerItem(pWeapon))
|
|
{
|
|
// failed to unhook the weapon from the player!
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
int iWeaponSlot = pWeapon->iItemSlot();
|
|
if (m_rgpPlayerItems[iWeaponSlot])
|
|
{
|
|
// there's already one weapon in this slot, so link this into the slot's column
|
|
pWeapon->m_pNext = m_rgpPlayerItems[iWeaponSlot];
|
|
m_rgpPlayerItems[iWeaponSlot] = pWeapon;
|
|
}
|
|
else
|
|
{
|
|
// first weapon we have for this slot
|
|
m_rgpPlayerItems[iWeaponSlot] = pWeapon;
|
|
pWeapon->m_pNext = NULL;
|
|
}
|
|
|
|
// never respawn
|
|
pWeapon->pev->spawnflags |= SF_NORESPAWN;
|
|
pWeapon->pev->movetype = MOVETYPE_NONE;
|
|
pWeapon->pev->solid = SOLID_NOT;
|
|
pWeapon->pev->effects = EF_NODRAW;
|
|
pWeapon->pev->modelindex = 0;
|
|
pWeapon->pev->model = NULL;
|
|
pWeapon->pev->owner = ENT(pev);
|
|
pWeapon->SetThink(NULL);
|
|
pWeapon->SetTouch(NULL);
|
|
pWeapon->m_pPlayer = NULL;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
int CWeaponBox::PackAmmo(int iszName, int iCount)
|
|
{
|
|
if (!iszName)
|
|
{
|
|
// error here
|
|
ALERT(at_console, "NULL String in PackAmmo!\n");
|
|
return FALSE;
|
|
}
|
|
|
|
int iMaxCarry = MaxAmmoCarry(iszName);
|
|
|
|
if (iMaxCarry != -1 && iCount > 0)
|
|
{
|
|
GiveAmmo(iCount, (char *)STRING(iszName), iMaxCarry);
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
int CWeaponBox::GiveAmmo(int iCount, char *szName, int iMax, int *pIndex)
|
|
{
|
|
int i;
|
|
for (i = 1; i < MAX_AMMO_SLOTS && !FStringNull(m_rgiszAmmo[i]); ++i)
|
|
{
|
|
if (!Q_stricmp(szName, STRING(m_rgiszAmmo[i])))
|
|
{
|
|
if (pIndex)
|
|
*pIndex = i;
|
|
|
|
int iAdd = Q_min(iCount, iMax - m_rgAmmo[i]);
|
|
if (iCount == 0 || iAdd > 0)
|
|
{
|
|
m_rgAmmo[i] += iAdd;
|
|
|
|
return i;
|
|
}
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
if (i < MAX_AMMO_SLOTS)
|
|
{
|
|
if (pIndex)
|
|
*pIndex = i;
|
|
|
|
m_rgiszAmmo[i] = MAKE_STRING(szName);
|
|
m_rgAmmo[i] = iCount;
|
|
|
|
return i;
|
|
}
|
|
|
|
ALERT(at_console, "out of named ammo slots\n");
|
|
return i;
|
|
}
|
|
|
|
// CWeaponBox::HasWeapon - is a weapon of this type already
|
|
// packed in this box?
|
|
BOOL CWeaponBox::HasWeapon(CBasePlayerItem *pCheckItem)
|
|
{
|
|
CBasePlayerItem *pItem = m_rgpPlayerItems[pCheckItem->iItemSlot()];
|
|
|
|
while (pItem != NULL)
|
|
{
|
|
if (FClassnameIs(pItem->pev, STRING(pCheckItem->pev->classname)))
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
pItem = pItem->m_pNext;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
// CWeaponBox::IsEmpty - is there anything in this box?
|
|
BOOL CWeaponBox::IsEmpty()
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_ITEM_TYPES; ++i)
|
|
{
|
|
if (m_rgpPlayerItems[i])
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < MAX_AMMO_SLOTS; ++i)
|
|
{
|
|
if (m_rgiszAmmo[i])
|
|
{
|
|
// still have a bit of this type of ammo
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void CWeaponBox::__MAKE_VHOOK(SetObjectCollisionBox)()
|
|
{
|
|
pev->absmin = pev->origin + Vector(-16, -16, 0);
|
|
pev->absmax = pev->origin + Vector(16, 16, 16);
|
|
}
|
|
|
|
void CArmoury::__MAKE_VHOOK(Spawn)()
|
|
{
|
|
Precache();
|
|
pev->movetype = MOVETYPE_TOSS;
|
|
pev->solid = SOLID_TRIGGER;
|
|
|
|
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
|
|
UTIL_SetOrigin(pev, pev->origin);
|
|
SetTouch(&CArmoury::ArmouryTouch);
|
|
|
|
switch (m_iItem)
|
|
{
|
|
case ARMOURY_MP5NAVY: SET_MODEL(ENT(pev), "models/w_mp5.mdl"); break;
|
|
case ARMOURY_TMP: SET_MODEL(ENT(pev), "models/w_tmp.mdl"); break;
|
|
case ARMOURY_P90: SET_MODEL(ENT(pev), "models/w_p90.mdl"); break;
|
|
case ARMOURY_MAC10: SET_MODEL(ENT(pev), "models/w_mac10.mdl"); break;
|
|
case ARMOURY_AK47: SET_MODEL(ENT(pev), "models/w_ak47.mdl"); break;
|
|
case ARMOURY_SG552: SET_MODEL(ENT(pev), "models/w_sg552.mdl"); break;
|
|
case ARMOURY_M4A1: SET_MODEL(ENT(pev), "models/w_m4a1.mdl"); break;
|
|
case ARMOURY_AUG: SET_MODEL(ENT(pev), "models/w_aug.mdl"); break;
|
|
case ARMOURY_SCOUT: SET_MODEL(ENT(pev), "models/w_scout.mdl"); break;
|
|
case ARMOURY_G3SG1: SET_MODEL(ENT(pev), "models/w_g3sg1.mdl"); break;
|
|
case ARMOURY_AWP: SET_MODEL(ENT(pev), "models/w_awp.mdl"); break;
|
|
case ARMOURY_M3: SET_MODEL(ENT(pev), "models/w_m3.mdl"); break;
|
|
case ARMOURY_XM1014: SET_MODEL(ENT(pev), "models/w_xm1014.mdl"); break;
|
|
case ARMOURY_M249: SET_MODEL(ENT(pev), "models/w_m249.mdl"); break;
|
|
case ARMOURY_FLASHBANG: SET_MODEL(ENT(pev), "models/w_flashbang.mdl"); break;
|
|
case ARMOURY_HEGRENADE: SET_MODEL(ENT(pev), "models/w_hegrenade.mdl"); break;
|
|
case ARMOURY_KEVLAR: SET_MODEL(ENT(pev), "models/w_kevlar.mdl"); break;
|
|
case ARMOURY_ASSAULT: SET_MODEL(ENT(pev), "models/w_assault.mdl"); break;
|
|
case ARMOURY_SMOKEGRENADE: SET_MODEL(ENT(pev), "models/w_smokegrenade.mdl"); break;
|
|
default: SET_MODEL(ENT(pev), "models/w_kevlar.mdl"); break;
|
|
}
|
|
|
|
if (m_iCount <= 0)
|
|
{
|
|
m_iCount = 1;
|
|
}
|
|
|
|
m_bAlreadyCounted = false;
|
|
m_iInitialCount = m_iCount;
|
|
}
|
|
|
|
void CArmoury::__MAKE_VHOOK(Restart)()
|
|
{
|
|
if (m_iItem == ARMOURY_FLASHBANG || m_iItem == ARMOURY_HEGRENADE)
|
|
{
|
|
if (!m_bAlreadyCounted)
|
|
{
|
|
m_bAlreadyCounted = true;
|
|
CSGameRules()->m_iTotalGrenadeCount += m_iInitialCount;
|
|
m_iCount = m_iInitialCount;
|
|
pev->effects &= ~EF_NODRAW;
|
|
return;
|
|
}
|
|
|
|
float flRatio = float_precision(m_iInitialCount / CSGameRules()->m_iTotalGrenadeCount) * float_precision(CSGameRules()->m_iNumTerrorist) * 1.75;
|
|
m_iCount = int(flRatio);
|
|
}
|
|
else if (m_iItem == ARMOURY_KEVLAR || m_iItem == ARMOURY_ASSAULT)
|
|
{
|
|
if (!m_bAlreadyCounted)
|
|
{
|
|
m_bAlreadyCounted = true;
|
|
CSGameRules()->m_iTotalArmourCount += m_iInitialCount;
|
|
m_iCount = m_iInitialCount;
|
|
pev->effects &= ~EF_NODRAW;
|
|
return;
|
|
}
|
|
|
|
float flRatio = float_precision(m_iInitialCount / CSGameRules()->m_iTotalArmourCount) * float_precision(CSGameRules()->m_iNumTerrorist);
|
|
m_iCount = int(flRatio);
|
|
}
|
|
else
|
|
{
|
|
if (!m_bAlreadyCounted)
|
|
{
|
|
m_bAlreadyCounted = true;
|
|
CSGameRules()->m_iTotalGunCount += m_iInitialCount;
|
|
m_iCount = m_iInitialCount;
|
|
pev->effects &= ~EF_NODRAW;
|
|
return;
|
|
}
|
|
|
|
float flRatio = float_precision(m_iInitialCount / CSGameRules()->m_iTotalGunCount) * float_precision(CSGameRules()->m_iNumTerrorist) * 0.85;
|
|
m_iCount = int(flRatio);
|
|
}
|
|
|
|
if (m_iCount < 1)
|
|
{
|
|
m_iCount = 1;
|
|
}
|
|
|
|
pev->effects &= ~EF_NODRAW;
|
|
}
|
|
|
|
void CArmoury::__MAKE_VHOOK(Precache)()
|
|
{
|
|
switch (m_iItem)
|
|
{
|
|
case ARMOURY_MP5NAVY: PRECACHE_MODEL("models/w_mp5.mdl"); break;
|
|
case ARMOURY_TMP: PRECACHE_MODEL("models/w_tmp.mdl"); break;
|
|
case ARMOURY_P90: PRECACHE_MODEL("models/w_p90.mdl"); break;
|
|
case ARMOURY_MAC10: PRECACHE_MODEL("models/w_mac10.mdl"); break;
|
|
case ARMOURY_AK47: PRECACHE_MODEL("models/w_ak47.mdl"); break;
|
|
case ARMOURY_SG552: PRECACHE_MODEL("models/w_sg552.mdl"); break;
|
|
case ARMOURY_M4A1: PRECACHE_MODEL("models/w_m4a1.mdl"); break;
|
|
case ARMOURY_AUG: PRECACHE_MODEL("models/w_aug.mdl"); break;
|
|
case ARMOURY_SCOUT: PRECACHE_MODEL("models/w_scout.mdl"); break;
|
|
case ARMOURY_G3SG1: PRECACHE_MODEL("models/w_g3sg1.mdl"); break;
|
|
case ARMOURY_AWP: PRECACHE_MODEL("models/w_awp.mdl"); break;
|
|
case ARMOURY_M3: PRECACHE_MODEL("models/w_m3.mdl"); break;
|
|
case ARMOURY_XM1014: PRECACHE_MODEL("models/w_xm1014.mdl"); break;
|
|
case ARMOURY_M249: PRECACHE_MODEL("models/w_m249.mdl"); break;
|
|
case ARMOURY_FLASHBANG: PRECACHE_MODEL("models/w_flashbang.mdl"); break;
|
|
case ARMOURY_HEGRENADE: PRECACHE_MODEL("models/w_hegrenade.mdl"); break;
|
|
case ARMOURY_KEVLAR: PRECACHE_MODEL("models/w_kevlar.mdl"); break;
|
|
case ARMOURY_ASSAULT: PRECACHE_MODEL("models/w_assault.mdl"); break;
|
|
case ARMOURY_SMOKEGRENADE: PRECACHE_MODEL("models/w_smokegrenade.mdl"); break;
|
|
default: PRECACHE_MODEL("models/w_kevlar.mdl"); break;
|
|
}
|
|
}
|
|
|
|
void CArmoury::ArmouryTouch(CBaseEntity *pOther)
|
|
{
|
|
if (!pOther->IsPlayer())
|
|
return;
|
|
|
|
CBasePlayer *p = static_cast<CBasePlayer *>(pOther);
|
|
|
|
if (p->m_bIsVIP)
|
|
return;
|
|
|
|
if (m_iCount > 0 && m_iItem <= ARMOURY_M249)
|
|
{
|
|
if (p->m_bHasPrimary)
|
|
return;
|
|
|
|
m_iCount--;
|
|
|
|
switch (m_iItem)
|
|
{
|
|
case ARMOURY_MP5NAVY:
|
|
p->GiveNamedItem("weapon_mp5navy");
|
|
p->GiveAmmo(60, "9mm", MAX_AMMO_9MM);
|
|
break;
|
|
case ARMOURY_TMP:
|
|
p->GiveNamedItem("weapon_tmp");
|
|
p->GiveAmmo(60, "9mm", MAX_AMMO_9MM);
|
|
break;
|
|
case ARMOURY_P90:
|
|
p->GiveNamedItem("weapon_p90");
|
|
p->GiveAmmo(50, "57mm", MAX_AMMO_57MM);
|
|
break;
|
|
case ARMOURY_MAC10:
|
|
p->GiveNamedItem("weapon_mac10");
|
|
p->GiveAmmo(60, "45acp", MAX_AMMO_45ACP);
|
|
break;
|
|
case ARMOURY_AK47:
|
|
p->GiveNamedItem("weapon_ak47");
|
|
p->GiveAmmo(60, "762Nato", MAX_AMMO_762NATO);
|
|
break;
|
|
case ARMOURY_SG552:
|
|
p->GiveNamedItem("weapon_sg552");
|
|
p->GiveAmmo(60, "556Nato", MAX_AMMO_556NATO);
|
|
break;
|
|
case ARMOURY_M4A1:
|
|
p->GiveNamedItem("weapon_m4a1");
|
|
p->GiveAmmo(60, "556Nato", MAX_AMMO_556NATO);
|
|
break;
|
|
case ARMOURY_AUG:
|
|
p->GiveNamedItem("weapon_aug");
|
|
p->GiveAmmo(60, "556Nato", MAX_AMMO_556NATO);
|
|
break;
|
|
case ARMOURY_SCOUT:
|
|
p->GiveNamedItem("weapon_scout");
|
|
p->GiveAmmo(30, "762Nato", MAX_AMMO_762NATO);
|
|
break;
|
|
case ARMOURY_G3SG1:
|
|
p->GiveNamedItem("weapon_g3sg1");
|
|
p->GiveAmmo(30, "762Nato", MAX_AMMO_762NATO);
|
|
break;
|
|
case ARMOURY_AWP:
|
|
p->GiveNamedItem("weapon_awp");
|
|
p->GiveAmmo(20, "338Magnum", MAX_AMMO_338MAGNUM);
|
|
break;
|
|
case ARMOURY_M3:
|
|
p->GiveNamedItem("weapon_m3");
|
|
p->GiveAmmo(24, "buckshot", MAX_AMMO_BUCKSHOT);
|
|
break;
|
|
case ARMOURY_XM1014:
|
|
p->GiveNamedItem("weapon_xm1014");
|
|
p->GiveAmmo(24, "buckshot", MAX_AMMO_BUCKSHOT);
|
|
break;
|
|
case ARMOURY_M249:
|
|
p->GiveNamedItem("weapon_m249");
|
|
p->GiveAmmo(60, "556NatoBox", MAX_AMMO_556NATOBOX);
|
|
break;
|
|
}
|
|
}
|
|
else if (m_iCount > 0 && m_iItem >= ARMOURY_FLASHBANG)
|
|
{
|
|
switch (m_iItem)
|
|
{
|
|
case ARMOURY_FLASHBANG:
|
|
{
|
|
if (p->AmmoInventory(p->GetAmmoIndex("Flashbang")) >= 2)
|
|
return;
|
|
|
|
p->GiveNamedItem("weapon_flashbang");
|
|
m_iCount--;
|
|
break;
|
|
}
|
|
case ARMOURY_HEGRENADE:
|
|
{
|
|
if (p->AmmoInventory(p->GetAmmoIndex("HEGrenade")) >= 1)
|
|
return;
|
|
|
|
p->GiveNamedItem("weapon_hegrenade");
|
|
m_iCount--;
|
|
break;
|
|
}
|
|
case ARMOURY_KEVLAR:
|
|
{
|
|
if (p->m_iKevlar == ARMOR_TYPE_KEVLAR)
|
|
return;
|
|
|
|
p->GiveNamedItem("item_kevlar");
|
|
m_iCount--;
|
|
break;
|
|
}
|
|
case ARMOURY_ASSAULT:
|
|
{
|
|
if (p->m_iKevlar == ARMOR_TYPE_HELMET)
|
|
return;
|
|
|
|
p->GiveNamedItem("item_assaultsuit");
|
|
m_iCount--;
|
|
break;
|
|
}
|
|
case ARMOURY_SMOKEGRENADE:
|
|
{
|
|
if (p->AmmoInventory(p->GetAmmoIndex("SmokeGrenade")) >= 1)
|
|
return;
|
|
|
|
p->GiveNamedItem("weapon_smokegrenade");
|
|
m_iCount--;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!m_iCount)
|
|
{
|
|
pev->effects |= EF_NODRAW;
|
|
}
|
|
}
|
|
|
|
void CArmoury::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
|
|
{
|
|
if (FStrEq(pkvd->szKeyName, "item"))
|
|
{
|
|
m_iItem = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "count"))
|
|
{
|
|
m_iCount = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseEntity::KeyValue(pkvd);
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS(armoury_entity, CArmoury);
|