89 lines
2.9 KiB
C++
89 lines
2.9 KiB
C++
/*
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* Copyright (c) 2023 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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/** id Tech 4 keys to support:
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*/
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/*! \brief This entity class represents non-player characters. */
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/*!QUAKED NSMonster (0 0.8 0.8) (-16 -16 0) (16 16 72) WAITTILLSEEN GAG MONSTERCLIP x PRISONER x IGNOREPLAYER WAITFORSCRIPT PREDISASTER FADECORPSE MULTIPLAYER FALLING HORDE
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# OVERVIEW
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Represents any item within the players' inventory.
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These can be used, or be dormant.
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# KEYS
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- "targetname" : Name
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- "model" : world model.
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- "model_view" : view model.
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- "model_world - same as model.
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- "inv_name" : Fancy title. Can be a localized string.
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- "inv_weapon" : name of the weapon to give on pickup. can be the same as this entitydef.
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- "inv_item" : item number. must be unique.
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- "weapon_scriptobject" : mapC progs with the weapon code within.
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- "ammoType" : name of the ammo type def entry which the gun uses
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- "ammoRequired" : set to 1 if we require ammo.
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- "clipSize" : maximum clip size
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- "mtr_flashShader" : muzzleflash material to Use.
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- "model_flash" : muzzleflash model/sprite to use.
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- "flashColor" : muzzleflash dlight color
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- "flashRadius" : muzzleflash dlight radius
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- "def_dropItem" : when this item is dropped from someones inventory, will spawn this entityDef item instead.
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- "snd_acquire" : pickup noise
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- "snd_respawn" : respawn noise
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- "snd_hum" : idle shader
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- "smoke_muzzle" : smoke particle effect name
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- "continuousSmoke" : whether the particle effect is continous
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- "clipSizeDefault" : CUSTOM: Default clip size on pickup.
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*/
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class NSItem:NSRenderableEntity
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{
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public:
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void NSItem(void);
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/* overrides */
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#ifdef SERVER
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virtual void Spawned(void);
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virtual void Touch(entity);
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virtual void Respawn(void);
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virtual void SpawnKey(string, string);
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virtual void Save(float);
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virtual void Restore(string,string);
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nonvirtual void SetItem(int i);
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nonvirtual int GetItem(void);
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nonvirtual void SetFloating(int);
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nonvirtual bool GetFloating(void);
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nonvirtual void SetSpinning(bool);
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nonvirtual bool GetSpinning(void);
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nonvirtual void PickupRespawn(void);
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#endif
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private:
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int m_iClip;
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int m_iWasDropped;
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/* spawn keys */
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int m_iInvItem;
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string m_sndAcquire;
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string m_sndRespawn;
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int m_bFloating;
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bool m_bSpins;
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string m_strInvWeapon;
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}; |