#define TFC_SENTRY_COST 130 class TFCSentry:NSSurfacePropEntity { NSSurfacePropEntity m_eHead; void(void) TFCSentry; virtual void(player) Place; virtual void(void) FinishPlacing; }; void TFCSentry::Place(player pl) { SetAngles(pl.GetAngles()); makevectors([0, pl.v_angle[1], 0]); SetOrigin(pl.origin + (v_forward * 48)); DropToFloor(); think = FinishPlacing; nextthink = time + 5.0f; real_owner = pl; env_message_single(real_owner, "#Engineer_building"); Sound_Play(this, CHAN_BODY, "engineer.build"); } void TFCSentry::FinishPlacing(void) { /* put the top on that spins */ m_eHead.SetModel("models/sentry1.mdl"); m_eHead.SetAngles(GetAngles()); m_eHead.SetSolid(SOLID_BBOX); m_eHead.SetMovetype(MOVETYPE_NONE); m_eHead.SetSize([-16,-16,0], [16,16,32]); m_eHead.SetOrigin(GetOrigin() + [0,0,20]); env_message_single(real_owner, "#Sentry_finish"); Sound_Play(this, CHAN_BODY, "engineer.turret_set"); } void TFCSentry::TFCSentry(void) { m_eHead = spawn(NSSurfacePropEntity); SetModel("models/base.mdl"); SetSolid(SOLID_BBOX); SetMovetype(MOVETYPE_NONE); SetSize([-16,-16,0], [16,16,20]); } void CSEv_TFC_BuildSentry_(void) { player pl = (player)self; /* only engineers can do this */ if (pl.classtype != CLASS_ENGINEER) return; /* it costs */ if (pl.m_iAmmoCells < TFC_SENTRY_COST) return; pl.m_iAmmoCells -= TFC_SENTRY_COST; /* deploy */ TFCSentry sentry = spawn(TFCSentry); sentry.Place(pl); }