108 lines
2.3 KiB
Plaintext
108 lines
2.3 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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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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void
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item_pickup::Touch(entity eToucher)
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{
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player pl = (player)eToucher;
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if (eToucher.classname != "player") {
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return;
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}
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/* don't allow players inside vehicles to pick anything up by accident */
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if (eToucher.flags & FL_INVEHICLE || pl.vehicle) {
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return;
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}
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/* don't remove if AddItem fails */
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if (Weapons_AddItem((NSClientPlayer)eToucher, id, m_iClip) == FALSE) {
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return;
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}
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Logging_Pickup(eToucher, this, __NULL__);
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UseTargets(eToucher, TRIG_TOGGLE, m_flDelay);
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#ifdef WASTES
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Sound_Play(eToucher, CHAN_ITEM, "item_weapon.pickup");
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#endif
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if (real_owner || m_iWasDropped == 1 || cvar("sv_playerslots") == 1) {
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remove(self);
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} else {
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Hide();
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think = Respawn;
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nextthink = time + 30.0f;
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}
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}
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void
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item_pickup::SetItem(int i)
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{
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id = i;
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m_oldModel = Weapons_GetWorldmodel(id);
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Respawn();
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}
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void
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item_pickup::SetFloating(int i)
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{
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m_bFloating = rint(bound(0, m_bFloating, 1));
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}
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void
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item_pickup::Respawn(void)
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{
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SetSolid(SOLID_TRIGGER);
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SetOrigin(GetSpawnOrigin());
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/* At some points, the item id might not yet be set */
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if (m_oldModel) {
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SetModel(m_oldModel);
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}
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SetSize([-16,-16,0], [16,16,16]);
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think = __NULL__;
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nextthink = -1;
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if (!m_iWasDropped) {
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m_iClip = -1;
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} else {
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if (time > 30.0f)
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Sound_Play(this, CHAN_ITEM, "item.respawn");
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}
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if (!m_bFloating) {
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DropToFloor();
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SetMovetype(MOVETYPE_TOSS);
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}
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}
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void
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item_pickup::Spawned(void)
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{
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super::Spawned();
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#ifdef WASTES
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Sound_Precache("item_weapon.pickup");
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#endif
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}
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void
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item_pickup::item_pickup(void)
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{
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}
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