/* * Copyright (c) 2016-2020 Marco Cawthorne * * 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_weaponbox:NSRenderableEntity { int ammo_9mm; int ammo_357; int ammo_buckshot; int ammo_m203_grenade; int ammo_bolt; int ammo_rocket; int ammo_uranium; int ammo_handgrenade; int ammo_satchel; int ammo_tripmine; int ammo_snark; int ammo_hornet; int weapon_items; #ifdef GEARBOX int ammo_556; int ammo_penguin; int ammo_762; int ammo_spore; int ammo_shock; #endif void(void) item_weaponbox; virtual void(void) Spawned; virtual void(entity) Touch; virtual void(player) setup; }; void item_weaponbox::Touch(entity eToucher) { if (eToucher.classname != "player") { return; } player pl = (player)eToucher; Logging_Pickup(eToucher, this, __NULL__); StartSoundDef("item_weaponbox.Pickup", CHAN_ITEM, true); pl.ammo_9mm += ammo_9mm; pl.ammo_357 += ammo_357; pl.ammo_buckshot += ammo_buckshot; pl.ammo_m203_grenade += ammo_m203_grenade; pl.ammo_bolt += ammo_bolt; pl.ammo_rocket += ammo_rocket; pl.ammo_uranium += ammo_uranium; pl.ammo_handgrenade += ammo_handgrenade; pl.ammo_satchel += ammo_satchel; pl.ammo_tripmine += ammo_tripmine; pl.ammo_snark += ammo_snark; pl.ammo_hornet += ammo_hornet; #ifdef GEARBOX pl.ammo_556 += ammo_556; pl.ammo_762 += ammo_762; pl.ammo_spore += ammo_spore; pl.ammo_shock += ammo_shock; pl.ammo_penguin += ammo_penguin; pl.ammo_556 = min(pl.ammo_556, MAX_A_556); pl.ammo_penguin = min(pl.ammo_penguin, MAX_A_PENGUIN); pl.ammo_762 = min(pl.ammo_762, MAX_A_762); pl.ammo_spore = min(pl.ammo_spore, MAX_A_SPORE); pl.ammo_shock = min(pl.ammo_shock, MAX_A_SHOCK); #endif /* cull */ pl.ammo_9mm = min(pl.ammo_9mm, MAX_A_9MM); pl.ammo_357 = min(pl.ammo_357, MAX_A_357); pl.ammo_buckshot = min(pl.ammo_buckshot, MAX_A_BUCKSHOT); pl.ammo_m203_grenade = min(pl.ammo_m203_grenade, MAX_A_M203_GRENADE); pl.ammo_bolt = min(pl.ammo_bolt, MAX_A_BOLT); pl.ammo_rocket = min(pl.ammo_rocket, MAX_A_ROCKET); pl.ammo_uranium = min(pl.ammo_uranium, MAX_A_URANIUM); pl.ammo_handgrenade = min(pl.ammo_handgrenade, MAX_A_HANDGRENADE); pl.ammo_satchel = min(pl.ammo_satchel, MAX_A_SATCHEL); pl.ammo_tripmine = min(pl.ammo_tripmine, MAX_A_TRIPMINE); pl.ammo_snark = min(pl.ammo_snark, MAX_A_SNARK); pl.ammo_hornet = min(pl.ammo_hornet, MAX_A_HORNET); pl.g_items |= weapon_items; Weapons_RefreshAmmo(pl); Destroy(); } void item_weaponbox::setup(player pl) { /* TODO: Should the magazine bits be transferred too? */ ammo_9mm = pl.ammo_9mm; ammo_357 = pl.ammo_357; ammo_buckshot = pl.ammo_buckshot; ammo_m203_grenade = pl.ammo_m203_grenade; ammo_bolt = pl.ammo_bolt; ammo_rocket = pl.ammo_rocket; ammo_uranium = pl.ammo_uranium; ammo_handgrenade = pl.ammo_handgrenade; ammo_satchel = pl.ammo_satchel; ammo_tripmine = pl.ammo_tripmine; ammo_snark = pl.ammo_snark; ammo_hornet = pl.ammo_hornet; weapon_items = pl.g_items; #ifdef GEARBOX ammo_556 = pl.ammo_556; ammo_762 = pl.ammo_762; ammo_spore = pl.ammo_spore; ammo_shock = pl.ammo_shock; ammo_penguin = pl.ammo_penguin; #endif /* none of this! */ if (ammo_satchel == 0 && pl.g_items & ITEM_SATCHEL) weapon_items &= ~ITEM_SATCHEL; if (ammo_handgrenade == 0 && pl.g_items & ITEM_HANDGRENADE) weapon_items &= ~ITEM_HANDGRENADE; if (ammo_snark == 0 && pl.g_items & ITEM_SNARK) weapon_items &= ~ITEM_SNARK; if (ammo_tripmine == 0 && pl.g_items & ITEM_TRIPMINE) weapon_items &= ~ITEM_TRIPMINE; #ifdef GEARBOX if (ammo_tripmine == 0 && pl.g_items & ITEM_PENGUIN) weapon_items &= ~ITEM_PENGUIN; #endif } void item_weaponbox::Spawned(void) { super::Spawned(); SetModel("models/w_weaponbox.mdl"); SetSize([-16,-16,0], [16,16,16]); SetSolid(SOLID_TRIGGER); SetMovetype(MOVETYPE_TOSS); } void item_weaponbox::item_weaponbox(void) { botinfo = BOTINFO_AMMO; } void weaponbox_spawn(player spawner) { item_weaponbox weaponbox = spawn(item_weaponbox); weaponbox.Spawned(); weaponbox.SetOrigin(spawner.origin); weaponbox.setup(spawner); }