valve/src/server/item_weaponbox.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <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.
*/
class item_weaponbox:CBaseEntity
{
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;
void(void) item_weaponbox;
virtual void(void) touch;
virtual void(player) setup;
};
void item_weaponbox::touch(void)
{
if (other.classname != "player") {
return;
}
player pl = (player)other;
Logging_Pickup(other, this, __NULL__);
sound(pl, CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM);
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;
/* 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);
remove(this);
}
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;
}
void item_weaponbox::item_weaponbox(void)
{
SetModel("models/w_weaponbox.mdl");
SetSize([-16,-16,0], [16,16,16]);
SetSolid(SOLID_TRIGGER);
SetMovetype(MOVETYPE_TOSS);
}
void weaponbox_spawn(player spawner)
{
item_weaponbox weaponbox = spawn(item_weaponbox);
weaponbox.SetOrigin(spawner.origin);
weaponbox.setup(spawner);
}