/* * Copyright (c) 2016-2020 Marco Hladik * * 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. */ /*QUAKED ammo_556 (0 0 0.8) (-16 -16 0) (16 16 32) HALF-LIFE: OPPOSING FORCE (1999) ENTITY Ammo for the M249. A single ammo_556 will provide 50 bullets. */ class ammo_556:item_ammo { void(void) ammo_556; virtual void(void) touch; }; void ammo_556::ammo_556(void) { model = "models/w_saw_clip.mdl"; item_ammo::item_ammo(); } void ammo_556::touch(void) { if (other.classname == "player") { player pl = (player)other; if (pl.ammo_556 < 200) { pl.ammo_556 = bound(0, pl.ammo_556 + 50, 200); item_ammo::touch(); } } } /*QUAKED ammo_762 (0 0 0.8) (-16 -16 0) (16 16 32) HALF-LIFE: OPPOSING FORCE (1999) ENTITY Ammo for the M-40A1 Sniper. A single ammo_762 will provide 5 bullets. */ class ammo_762:item_ammo { void(void) ammo_762; virtual void(void) touch; }; void ammo_762::ammo_762(void) { model = "models/w_m40a1clip.mdl"; item_ammo::item_ammo(); } void ammo_762::touch(void) { if (other.classname == "player") { player pl = (player)other; if (pl.ammo_762 < 15) { pl.ammo_762 = bound(0, pl.ammo_762 + 5, 15); item_ammo::touch(); } } } /*QUAKED ammo_spore (0 0 0.8) (-16 -16 0) (16 16 32) HALF-LIFE: OPPOSING FORCE (1999) ENTITY Ammo for the Spore Launcher. A single ammo_spore will provide 1 spore. The angle key refers to the direction the entity will fire (?) when shot. The model itself uses decal-like logic to determine the direction the model is aiming. */ class ammo_spore:item_ammo { void(void) ammo_spore; virtual void(void) touch; virtual void(void) Respawn; virtual void(void) Death; }; void ammo_spore::ammo_spore(void) { movetype = MOVETYPE_NONE; model = "models/spore_ammo.mdl"; item_ammo::item_ammo(); } void ammo_spore::Death(void) { makevectors(m_oldAngle); Sporelauncher_AltFire(this, origin, v_forward); frame = 2; m_iBody = 0; solid = SOLID_NOT; think = Respawn; nextthink = time + 10.0f; } void ammo_spore::Respawn(void) { frame = 1; m_iBody = 2; movetype = MOVETYPE_NONE; takedamage = DAMAGE_YES; health = 1; if (m_oldModel) { SetModel(m_oldModel); } solid = SOLID_NOT; setsize(this, [0,0,0], [0,0,0]); SetOrigin(m_oldOrigin); decal_pickwall(this, m_oldOrigin); /* we never hit any wall. */ if (g_tracedDecal.fraction == 1.0f) { print(sprintf("^xFA0Warning^7: ammo_spore tracing failed at %v\n", origin)); return; } origin = g_tracedDecal.endpos; makevectors(vectoangles(g_tracedDecal.endpos - origin)); vector cpl = v_forward - (v_forward * g_tracedDecal.normal) * g_tracedDecal.normal; if (g_tracedDecal.normal[2] == 0) { cpl = [0, 0, 1]; } angles = vectoangles(cpl, g_tracedDecal.normal); solid = SOLID_BBOX; setsize(this, [-16,-16,-16], [16,16,16]); think = __NULL__; nextthink = -1; } void ammo_spore::touch(void) { if not (other.flags & FL_CLIENT) { return; } player pl = (player)other; if (pl.ammo_spore < 20) { pl.ammo_spore = bound(0, pl.ammo_spore + 1, 20); Weapons_RefreshAmmo(pl); Logging_Pickup(other, this, __NULL__); frame = 2; m_iBody = 0; think = Respawn; nextthink = time + 10.0f; } }