113 lines
3.3 KiB
Plaintext
113 lines
3.3 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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class item_weaponbox:CBaseEntity
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{
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int ammo_9mm;
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int ammo_357;
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int ammo_buckshot;
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int ammo_m203_grenade;
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int ammo_bolt;
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int ammo_rocket;
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int ammo_uranium;
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int ammo_handgrenade;
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int ammo_satchel;
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int ammo_tripmine;
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int ammo_snark;
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int ammo_hornet;
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int weapon_items;
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void(void) item_weaponbox;
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virtual void(void) touch;
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virtual void(player) setup;
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};
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void item_weaponbox::touch(void)
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{
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if (other.classname != "player") {
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return;
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}
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player pl = (player)other;
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Logging_Pickup(other, this, __NULL__);
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sound(pl, CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM);
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pl.ammo_9mm += ammo_9mm;
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pl.ammo_357 += ammo_357;
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pl.ammo_buckshot += ammo_buckshot;
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pl.ammo_m203_grenade += ammo_m203_grenade;
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pl.ammo_bolt += ammo_bolt;
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pl.ammo_rocket += ammo_rocket;
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pl.ammo_uranium += ammo_uranium;
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pl.ammo_handgrenade += ammo_handgrenade;
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pl.ammo_satchel += ammo_satchel;
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pl.ammo_tripmine += ammo_tripmine;
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pl.ammo_snark += ammo_snark;
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pl.ammo_hornet += ammo_hornet;
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/* cull */
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pl.ammo_9mm = min(pl.ammo_9mm, MAX_A_9MM);
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pl.ammo_357 = min(pl.ammo_357, MAX_A_357);
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pl.ammo_buckshot = min(pl.ammo_buckshot, MAX_A_BUCKSHOT);
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pl.ammo_m203_grenade = min(pl.ammo_m203_grenade, MAX_A_M203_GRENADE);
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pl.ammo_bolt = min(pl.ammo_bolt, MAX_A_BOLT);
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pl.ammo_rocket = min(pl.ammo_rocket, MAX_A_ROCKET);
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pl.ammo_uranium = min(pl.ammo_uranium, MAX_A_URANIUM);
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pl.ammo_handgrenade = min(pl.ammo_handgrenade, MAX_A_HANDGRENADE);
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pl.ammo_satchel = min(pl.ammo_satchel, MAX_A_SATCHEL);
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pl.ammo_tripmine = min(pl.ammo_tripmine, MAX_A_TRIPMINE);
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pl.ammo_snark = min(pl.ammo_snark, MAX_A_SNARK);
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pl.ammo_hornet = min(pl.ammo_hornet, MAX_A_HORNET);
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pl.g_items |= weapon_items;
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Weapons_RefreshAmmo(pl);
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remove(this);
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}
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void item_weaponbox::setup(player pl)
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{
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/* TODO: Should the magazine bits be transferred too? */
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ammo_9mm = pl.ammo_9mm;
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ammo_357 = pl.ammo_357;
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ammo_buckshot = pl.ammo_buckshot;
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ammo_m203_grenade = pl.ammo_m203_grenade;
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ammo_bolt = pl.ammo_bolt;
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ammo_rocket = pl.ammo_rocket;
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ammo_uranium = pl.ammo_uranium;
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ammo_handgrenade = pl.ammo_handgrenade;
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ammo_satchel = pl.ammo_satchel;
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ammo_tripmine = pl.ammo_tripmine;
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ammo_snark = pl.ammo_snark;
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ammo_hornet = pl.ammo_hornet;
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weapon_items = pl.g_items;
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}
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void item_weaponbox::item_weaponbox(void)
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{
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SetModel("models/w_weaponbox.mdl");
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SetSize([-16,-16,0], [16,16,16]);
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SetSolid(SOLID_TRIGGER);
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SetMovetype(MOVETYPE_TOSS);
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}
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void weaponbox_spawn(player spawner)
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{
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item_weaponbox weaponbox = spawn(item_weaponbox);
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weaponbox.SetOrigin(spawner.origin);
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weaponbox.setup(spawner);
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}
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