tfc/src/server/item_armor.qc

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/*
* Copyright (c) 2022-2024 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
TFCArmor:NSRenderableEntity
{
float m_flRespawnDelay;
int m_iTeamUses;
int m_iArmorValue;
void(void) TFCArmor;
virtual void(entity) Touch;
virtual void(void) Respawn;
virtual void(void) Spawned;
virtual void(string,string) SpawnKey;
};
void
TFCArmor::TFCArmor(void)
{
m_flRespawnDelay = 0.0f;
m_iTeamUses = 0i;
m_iArmorValue = 0i;
}
void
TFCArmor::SpawnKey(string keyName, string setValue)
{
switch (keyName) {
case "armorvalue":
m_iArmorValue = ReadInt(setValue);
break;
case "team_no":
m_iTeamUses = ReadInt(setValue);
break;
case "respawn_delay":
m_flRespawnDelay = ReadFloat(setValue);
break;
default:
super::SpawnKey(keyName, setValue);
}
}
void
TFCArmor::Spawned(void)
{
super::Spawned();
Sound_Precache("item_armor_tfc.pickup");
}
void
TFCArmor::Respawn(void)
{
SetModel(GetSpawnModel());
SetSize([-16,-16,0], [16,16,56]);
SetSolid(SOLID_TRIGGER);
SetOrigin(GetSpawnOrigin());
DropToFloor();
botinfo = BOTINFO_ARMOR;
}
void
TFCArmor::Touch(entity eToucher)
{
if (eToucher.classname != "player") {
return;
}
player pl = (player)eToucher;
/* check for team eligibility */
if (m_iTeamUses)
if (pl.team != m_iTeamUses)
return;
/* if we can't add anything, don't bother */
if (pl.armor >= pl.m_iMaxArmor && pl.m_iAmmoCells >= pl.m_iMaxCells)
return;
int ap;
int tp = 0;
/* get remaining points */
ap = pl.m_iMaxArmor - pl.armor;
tp = m_iArmorValue;
/* if that's all we can give... */
if (ap > tp) {
pl.armor += tp;
} else {
/* give whatever armor points we need */
pl.armor += ap;
/* give the remaining as metal... engineers only!*/
if (pl.classtype == CLASS_ENGINEER) {
pl. m_iAmmoCells = bound(0, pl.m_iAmmoCells + (tp - ap), pl.m_iMaxCells);
}
}
Sound_Play(this, CHAN_ITEM, "item_armor_tfc.pickup");
/* hide and respawn */
Disappear();
ScheduleThink(Respawn, m_flRespawnDelay);
}