valve/src/server/item_suit.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_suit (0 0 0.8) (-16 -16 0) (16 16 36) SUIT_LONGINTRO
HALF-LIFE (1998) ENTITY
HEV Suit
Provides the player with armor, a flashlight and a Heads-Up-Display.
When SUIT_LONGINTRO is set, the intro dialog will be longer.
*/
class item_suit:NSRenderableEntity
{
string m_strOnPlayerTouch;
void(void) item_suit;
virtual void(void) Spawned;
virtual void(entity) Touch;
virtual void(void) Respawn;
virtual void(string, string) SpawnKey;
};
void
item_suit::Touch(entity eToucher)
{
if (other.classname != "player") {
return;
}
player pl = (player)other;
if (pl.g_items & ITEM_SUIT) {
return;
}
Logging_Pickup(other, this, __NULL__);
StartSound("fvox/bell.wav", CHAN_ITEM, 0, true);
StartSound("fvox/hev_logon.wav", CHAN_VOICE, 0, true);
pl.g_items |= ITEM_SUIT;
m_iValue = TRUE;
if (HasTriggerTarget() == false) {
UseOutput(other, m_strOnPlayerTouch);
} else {
UseTargets(other, TRIG_TOGGLE, m_flDelay);
}
if (real_owner || cvar("sv_playerslots") == 1) {
Destroy();
} else {
Disappear();
ScheduleThink(Respawn, 30.0f);
}
}
void
item_suit::Respawn(void)
{
/* we need to delay the DropToFloor() by at least a frame.
otherwise they may just fall through an entity (func_wall, func_train etc.)
that came after this entity in the lump. */
static void AdjustSpawnPos(void) {
RestoreAngles();
SetOrigin(GetSpawnOrigin());
DropToFloor();
SetMovetype(MOVETYPE_TOSS);
}
if (cvar_string("fs_game") == "bshift") {
Destroy();
return;
}
SetSolid(SOLID_TRIGGER);
SetOrigin(GetSpawnOrigin());
SetMovetype(MOVETYPE_TOSS);
SetModel(GetSpawnModel());
SetSize(VEC_HULL_MIN + [0,0,36], VEC_HULL_MAX + [0,0,36]);
m_iValue = FALSE;
if (!real_owner && time > 30.0f) {
StartSoundDef("item.respawn", CHAN_ITEM, true);
}
ScheduleThink(AdjustSpawnPos, 0.0f);
}
void
item_suit::SpawnKey(string keyName, string setValue)
{
switch (keyName) {
case "OnPlayerTouch":
setValue = strreplace(",", ",_", setValue);
m_strOnPlayerTouch = strcat(m_strOnPlayerTouch, ",_", setValue);
break;
default:
super::SpawnKey(keyName, setValue);
break;
}
}
void
item_suit::Spawned(void)
{
super::Spawned();
precache_sound("items/suitchargeok1.wav");
precache_sound("fvox/hev_logon.wav");
precache_sound("fvox/bell.wav");
Sound_Precache("item.respawn");
if (m_strOnPlayerTouch)
m_strOnPlayerTouch = CreateOutput(m_strOnPlayerTouch);
}
void
item_suit::item_suit(void)
{
model = "models/w_suit.mdl";
}