88 lines
2.2 KiB
Plaintext
88 lines
2.2 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED info_runespawn (0 0 0.8) (-16 -16 0) (16 16 36)
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HALF-LIFE (1998) ENTITY
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HEV Suit energy battery.
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It adds the following energy values to the HEV Suit by default:
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Skill 1 (Easy): 15
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Skill 2 (Medium): 15
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Skill 3 (Hard): 10
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The values can be tweaked in the skill.cfg file.
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*/
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class info_runespawn:NSRenderableEntity
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{
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void(void) info_runespawn;
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virtual void(void) Respawn;
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virtual void(void) touch;
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};
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void
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info_runespawn::touch(void)
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{
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if (other.classname != "player") {
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return;
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}
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/* TODO runestuff
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*if (other.rune >= 1) {
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* return;
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* }
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*/
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Logging_Pickup(other, this, __NULL__);
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Sound_Play(other, CHAN_ITEM, "item.armor");
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think = Respawn;
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nextthink = time + 30.0f;
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}
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void
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info_runespawn::Respawn(void)
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{
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SetSolid(SOLID_TRIGGER);
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SetMovetype(MOVETYPE_NONE);
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/* One of the models is transparent, and we need to set additive
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SetRenderMode(RM_ADDITIVE);
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SetRenderAmt(255);
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SetSize([-16,-16,0],[16,16,16]);
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* Rotation
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* avelocity[1] = 420; */
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/* Always spawns a little above origin */
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SetOrigin(GetSpawnOrigin() + [0,0,16]);
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SetModel(GetSpawnModel());
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think = __NULL__;
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nextthink = -1;
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Sound_Play(this, CHAN_ITEM, "item.respawn");
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}
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void
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info_runespawn::info_runespawn(void)
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{
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Sound_Precache("item.armor");
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Sound_Precache("item.respawn");
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/* TODO actually uses two models... */
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model = "models/rune_stand.mdl";
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super::NSRenderableEntity();
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item_healthkit::Respawn();
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}
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