dmc/src/server/item_armor.qc

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/*
* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
class item_armor:NSRenderableEntity
{
void(void) item_armor;
virtual void(void) Spawned;
virtual void(void) Respawn;
virtual void(entity) Touch;
};
void
item_armor::Touch(entity eToucher)
{
if not (eToucher.flags & FL_CLIENT) {
return;
}
player pl = (player)eToucher;
Sound_Play(eToucher, CHAN_ITEM, strcat(noise, ".pickup"));
Logging_Pickup(eToucher, this, __NULL__);
/* TODO: if deathmatch is 4 and player invincible, don't pick up */
if (cvar("deathmatch") == 0 || cvar("deathmatch") == 2) {
Destroy();
} else {
Disappear();
ScheduleThink(Respawn, 20.0f);
}
}
void
item_armor::Respawn(void)
{
SetSolid(SOLID_TRIGGER);
SetMovetype(MOVETYPE_TOSS);
SetOrigin(GetSpawnOrigin());
SetModel(GetSpawnModel());
SetSize([-16,-16,0],[16,16,16]);
modelflags = MF_ROTATE;
ReleaseThink();
if (time > 20.0f)
Sound_Play(this, CHAN_ITEM, "dmc_item.respawn");
DropToFloor();
}
void
item_armor::Spawned(void)
{
super::Spawned();
Sound_Precache(strcat(noise, ".pickup"));
Sound_Precache("dmc_item.respawn");
precache_model(model);
}
void
item_armor::item_armor(void)
{
m_oldModel = model;
}
/*QUAKED item_armor1 (0 0 0.8) (-16 -16 0) (16 16 32)
DEATHMATCH CLASSIC (1999) ENTITY
Armor item that gives you 100 armor points.
It is the green armor.
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/armour_g.mdl"
*/
class
item_armor1:item_armor
{
void(void) item_armor1;
virtual void(entity) Touch;
};
void
item_armor1::item_armor1(void)
{
model = "models/armour_g.mdl";
noise = "armor_green";
}
void
item_armor1::Touch(entity eToucher)
{
if not (eToucher.flags & FL_CLIENT) {
return;
}
if (eToucher.classname == "player") {
player pl = (player)eToucher;
if (pl.armor < 100) {
pl.armor = 100;
item_armor::Touch(eToucher);
}
}
}
/*QUAKED item_armor2 (0 0 0.8) (-16 -16 0) (16 16 32)
DEATHMATCH CLASSIC (1999) ENTITY
Armor item that gives you 150 armor points.
It is the yellow armor.
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/armour_y.mdl"
*/
class
item_armor2:item_armor
{
void(void) item_armor2;
virtual void(entity) Touch;
};
void
item_armor2::item_armor2(void)
{
model = "models/armour_y.mdl";
noise = "armor_yellow";
}
void
item_armor2::Touch(entity eToucher)
{
if not (eToucher.flags & FL_CLIENT) {
return;
}
if (eToucher.classname == "player") {
player pl = (player)eToucher;
if (pl.armor < 150) {
pl.armor = 150;
item_armor::Touch(eToucher);
}
}
}
/*QUAKED item_armor3 (0 0 0.8) (-16 -16 0) (16 16 32)
DEATHMATCH CLASSIC (1999) ENTITY
Armor item that gives you 200 armor points.
It is the green armor.
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/armour_r.mdl"
*/
class item_armor3:item_armor
{
void(void) item_armor3;
virtual void(entity) Touch;
};
void
item_armor3::item_armor3(void)
{
model = "models/armour_r.mdl";
noise = "armor_red";
}
void
item_armor3::Touch(entity eToucher)
{
if not (eToucher.flags & FL_CLIENT) {
return;
}
if (eToucher.classname == "player") {
player pl = (player)eToucher;
if (pl.armor < 200) {
pl.armor = 200;
item_armor::Touch(eToucher);
}
}
}
CLASSEXPORT(item_armorInv, item_armor3)