170 lines
4.3 KiB
Plaintext
170 lines
4.3 KiB
Plaintext
/*
|
|
* 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.
|
|
*/
|
|
|
|
/* values courtesy of https://wiki.alliedmods.net/Cs_weapons_information */
|
|
int g_cstrikeWeaponPrice[] =
|
|
{
|
|
0, /* WEAPON_NONE */
|
|
1700, /* WEAPON_M3 */
|
|
3000, /* WEAPON_XM1014 */
|
|
1500, /* WEAPON_MP5 */
|
|
2350, /* WEAPON_P90 */
|
|
1700, /* WEAPON_UMP45 */
|
|
1400, /* WEAPON_MAC10 */
|
|
1250, /* WEAPON_TMP */
|
|
2500, /* WEAPON_AK47 */
|
|
3500, /* WEAPON_SG552 */
|
|
3100, /* WEAPON_M4A1 */
|
|
3500, /* WEAPON_AUG */
|
|
2750, /* WEAPON_SCOUT */
|
|
4750, /* WEAPON_AWP */
|
|
5000, /* WEAPON_G3SG1 */
|
|
4200, /* WEAPON_SG550 */
|
|
5750, /* WEAPON_PARA */
|
|
500, /* WEAPON_USP45 */
|
|
400, /* WEAPON_GLOCK18 */
|
|
650, /* WEAPON_DEAGLE */
|
|
600, /* WEAPON_P228 */
|
|
800, /* WEAPON_ELITES */
|
|
750, /* WEAPON_FIVESEVEN */
|
|
0, /* WEAPON_KNIFE */
|
|
300, /* WEAPON_HEGRENADE */
|
|
200, /* WEAPON_FLASHBANG */
|
|
300, /* WEAPON_SMOKEGRENADE */
|
|
0 /* WEAPON_C4BOMB */
|
|
};
|
|
|
|
void
|
|
CSEv_BuyWeapon_f(float fWeapon)
|
|
{
|
|
CSGameRules rules = (CSGameRules)g_grMode;
|
|
|
|
int iWeapon;
|
|
player pl = (player)self;
|
|
iWeapon = (int)fWeapon;
|
|
|
|
if (rules.BuyingPossible(pl) == FALSE) {
|
|
return;
|
|
}
|
|
|
|
if (pl.team == TEAM_T) {
|
|
if (iWeapon == WEAPON_M4A1) { return; }
|
|
if (iWeapon == WEAPON_AUG) { return; }
|
|
if (iWeapon == WEAPON_SG550) { return; }
|
|
if (iWeapon == WEAPON_FIVESEVEN) { return; }
|
|
if (iWeapon == WEAPON_TMP) { return; }
|
|
} else if (pl.team == TEAM_CT) {
|
|
if (iWeapon == WEAPON_AK47) { return; }
|
|
if (iWeapon == WEAPON_SG552) { return; }
|
|
if (iWeapon == WEAPON_G3SG1) { return; }
|
|
if (iWeapon == WEAPON_ELITES) { return; }
|
|
if (iWeapon == WEAPON_MAC10) { return; }
|
|
}
|
|
|
|
if ((pl.money - g_cstrikeWeaponPrice[iWeapon]) >= 0) {
|
|
/* let's check if we've got a limit */
|
|
int maxit;
|
|
maxit = rules.MaxItemPerSlot(g_weapons[iWeapon].slot);
|
|
if (maxit > 0) {
|
|
int wantslot = g_weapons[iWeapon].slot;
|
|
int c = 0;
|
|
for (int i = 0; i < g_weapons.length; i++) {
|
|
if (pl.g_items & g_weapons[i].id && g_weapons[i].slot == wantslot) {
|
|
c++;
|
|
|
|
/* we're over the slot limit. */
|
|
if (c >= maxit) {
|
|
pl.activeweapon = i;
|
|
Weapon_DropCurrentWeapon(pl);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Weapons_AddItem(pl, iWeapon, -1);
|
|
Money_AddMoney(pl, -g_cstrikeWeaponPrice[iWeapon]);
|
|
Sound_Play(pl, CHAN_ITEM, "buy.weapon");
|
|
} else {
|
|
//centerprint(pl, "You have insufficient funds!");
|
|
}
|
|
}
|
|
|
|
int g_cstrikeUtilPrice[] =
|
|
{
|
|
650, /* Kevlar Vest */
|
|
1000, /* Kevlar Vest & Helmet */
|
|
200, /* Flashbang */
|
|
300, /* HE Grenade */
|
|
300, /* Smoke Grenade */
|
|
200, /* Defuse Kit */
|
|
1250 /* NightVision Goggles */
|
|
};
|
|
|
|
void
|
|
CSEv_BuyEquipment_f(float fUtil)
|
|
{
|
|
CSGameRules rules = (CSGameRules)g_grMode;
|
|
|
|
int iUtil;
|
|
player pl = (player)self;
|
|
iUtil = (int)fUtil;
|
|
|
|
if (rules.BuyingPossible(pl) == FALSE) {
|
|
return;
|
|
}
|
|
|
|
if (pl.team == TEAM_T) {
|
|
if (iUtil == 5) { return; }
|
|
}
|
|
|
|
if ((pl.money - g_cstrikeUtilPrice[iUtil]) >= 0) {
|
|
switch (iUtil) {
|
|
case 0:
|
|
pl.armor = 100;
|
|
Sound_Play(pl, CHAN_ITEM, "buy.kevlar");
|
|
break;
|
|
case 1:
|
|
pl.armor = 100;
|
|
pl.g_items |= ITEM_HELMET;
|
|
Sound_Play(pl, CHAN_ITEM, "buy.kevlar");
|
|
break;
|
|
case 2:
|
|
Weapons_AddItem(pl, WEAPON_FLASHBANG, -1);
|
|
Sound_Play(pl, CHAN_ITEM, "buy.weapon");
|
|
break;
|
|
case 3:
|
|
Weapons_AddItem(pl, WEAPON_HEGRENADE, -1);
|
|
Sound_Play(pl, CHAN_ITEM, "buy.weapon");
|
|
break;
|
|
case 4:
|
|
Weapons_AddItem(pl, WEAPON_SMOKEGRENADE, -1);
|
|
Sound_Play(pl, CHAN_ITEM, "buy.weapon");
|
|
break;
|
|
case 5:
|
|
pl.g_items |= ITEM_DEFUSAL;
|
|
Sound_Play(pl, CHAN_ITEM, "buy.weapon");
|
|
break;
|
|
case 6:
|
|
pl.g_items |= ITEM_NIGHTVISION;
|
|
Sound_Play(pl, CHAN_ITEM, "buy.weapon");
|
|
break;
|
|
}
|
|
Money_AddMoney(pl, -g_cstrikeUtilPrice[iUtil]);
|
|
} else {
|
|
//centerprint(pl, "You have insufficient funds!");
|
|
}
|
|
}
|