valve/src/server/items.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.
*/
void item_pickup::Touch(entity eToucher)
{
if (eToucher.classname != "player") {
return;
}
/* don't remove if AddItem fails */
if (Weapons_AddItem((player)eToucher, id, m_iClip) == FALSE) {
return;
}
Logging_Pickup(eToucher, this, __NULL__);
Sound_Play(other, CHAN_ITEM, "weapon.pickup");
UseTargets(eToucher, TRIG_TOGGLE, m_flDelay);
if (real_owner || m_iWasDropped == 1 || cvar("sv_playerslots") == 1) {
Destroy();
} else {
Disappear();
ScheduleThink(PickupRespawn, 30.0f);
}
}
void item_pickup::SetItem(int i)
{
id = i;
m_oldModel = Weapons_GetWorldmodel(id);
SetModel(GetSpawnModel());
SetSize([-16,-16,0], [16,16,16]);
}
void item_pickup::SetFloating(int i)
{
m_bFloating = rint(bound(0, m_bFloating, 1));
}
void
item_pickup::PickupRespawn(void)
{
Respawn();
Sound_Play(this, CHAN_ITEM, "item.respawn");
}
void item_pickup::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());
if (!m_bFloating) {
DropToFloor();
SetMovetype(MOVETYPE_TOSS);
}
}
SetOrigin(GetSpawnOrigin());
SetSolid(SOLID_TRIGGER);
botinfo = BOTINFO_WEAPON;
/* At some points, the item id might not yet be set */
if (GetSpawnModel()) {
SetModel(GetSpawnModel());
}
SetSize([-16,-16,0], [16,16,16]);
ScheduleThink(AdjustSpawnPos, 0.0f);
}
void
item_pickup::Spawned(void)
{
super::Spawned();
Sound_Precache("item.respawn");
Sound_Precache("weapon.pickup");
}
void item_pickup::item_pickup(void)
{
}