nuclide/src/shared/NSItem.h

89 lines
2.9 KiB
C++

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