valve/src/server/item_battery.qc

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/*
* Copyright (c) 2016-2020 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.
*/
/*QUAKED item_battery (0 0 0.8) (-16 -16 0) (16 16 36)
HALF-LIFE (1998) ENTITY
HEV Suit energy battery.
It adds the following energy values to the HEV Suit by default:
Skill 1 (Easy): 15
Skill 2 (Medium): 15
Skill 3 (Hard): 10
The values can be tweaked in the skill.cfg file.
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/w_battery.mdl"
*/
class item_battery:NSRenderableEntity
{
void(void) item_battery;
virtual void(void) Spawned;
virtual void(void) Respawn;
virtual void(entity) Touch;
};
void item_battery::Touch(entity eToucher)
{
if (eToucher.classname != "player") {
return;
}
NSClientPlayer pl = (NSClientPlayer)eToucher;
/* don't pick up if we don't have a suit */
if (!(pl.g_items & ITEM_SUIT))
return;
/* maxxed out */
if (pl.armor >= 100) {
return;
}
/* Move this somewhere else? */
pl.armor += Skill_GetValue("battery", 15);
if (pl.armor > 100) {
pl.armor = 100;
}
Logging_Pickup(eToucher, this, __NULL__);
Sound_Play(eToucher, CHAN_ITEM, "item.battery");
if (real_owner || cvar("sv_playerslots") == 1) {
Destroy();
} else {
Disappear();
ScheduleThink(Respawn, 30.0f);
}
}
void item_battery::Respawn(void)
{
SetSolid(SOLID_TRIGGER);
SetMovetype(MOVETYPE_TOSS);
SetOrigin(GetSpawnOrigin());
SetModel(GetSpawnModel());
SetSize([-16,-16,0],[16,16,16]);
botinfo = BOTINFO_ARMOR;
ReleaseThink();
if (!real_owner && time > 30.0f)
Sound_Play(this, CHAN_ITEM, "item.respawn");
DropToFloor();
}
void
item_battery::Spawned(void)
{
super::Spawned();
Sound_Precache("item.battery");
Sound_Precache("item.respawn");
}
void item_battery::item_battery(void)
{
model = "models/w_battery.mdl";
}