nuclide/src/server/cstrike/armoury_entity.cpp

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/*
* Copyright (c) 2016-2019 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.
*/
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var int autocvar_fcs_nopickups = FALSE;
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int iArmouryItems[19] = {
WEAPON_MP5,
WEAPON_TMP,
WEAPON_P90,
WEAPON_MAC10,
WEAPON_AK47,
WEAPON_SG552,
WEAPON_M4A1,
WEAPON_AUG,
WEAPON_SCOUT,
WEAPON_G3SG1,
WEAPON_AWP,
WEAPON_M3,
WEAPON_XM1014,
WEAPON_PARA,
WEAPON_FLASHBANG,
WEAPON_HEGRENADE,
EQUIPMENT_KEVLAR,
EQUIPMENT_HELMET,
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WEAPON_SMOKEGRENADE
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};
string sArmouryModels[19] = {
"models/w_mp5.mdl",
"models/w_tmp.mdl",
"models/w_p90.mdl",
"models/w_mac10.mdl",
"models/w_ak47.mdl",
"models/w_sg552.mdl",
"models/w_m4a1.mdl",
"models/w_aug.mdl",
"models/w_scout.mdl",
"models/w_g3sg1.mdl",
"models/w_awp.mdl",
"models/w_m3.mdl",
"models/w_xm1014.mdl",
"models/w_m249.mdl",
"models/w_flashbang.mdl",
"models/w_hegrenade.mdl",
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"models/w_kevlar.mdl",
"models/w_assault.mdl",
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"models/w_smokegrenade.mdl"
};
class armoury_entity:CBaseEntity
{
int m_iCount;
int m_iLeft;
int m_iItem;
void() armoury_entity;
virtual void() touch;
virtual void() Respawn;
};
int
amoury_entity_pickup(armoury_entity item, entity player)
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{
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}
void
armoury_entity::touch(void)
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{
if (other.classname != "player") {
return;
}
if (amoury_entity_pickup(this, other)) {
m_iLeft--;
if (m_iLeft <= 0) {
Hide();
}
}
}
void
armoury_entity::Respawn(void)
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{
setmodel(this, m_oldModel);
setsize(this, [-16,-16,0], [16,16,16]);
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solid = SOLID_TRIGGER;
m_iLeft = m_iCount;
droptofloor();
}
void
armoury_entity::armoury_entity(void)
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{
if (autocvar_fcs_nopickups == TRUE) {
remove(this);
return;
}
for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
switch (argv(i)) {
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case "count":
m_iCount = stoi(argv(i + 1));
break;
case "item":
m_iItem = iArmouryItems[stoi(argv(i + 1))];
model = sArmouryModels[m_iItem];
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break;
default:
break;
}
}
precache_model(model);
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CBaseEntity::CBaseEntity();
armoury_entity::Respawn();
}