mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
985 lines
24 KiB
C++
985 lines
24 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The various ammo types for HL2
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//
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//=============================================================================//
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#include "cbase.h"
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#include "player.h"
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#include "gamerules.h"
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#include "items.h"
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#include "ammodef.h"
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#include "eventlist.h"
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#include "npcevent.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//---------------------------------------------------------
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// Applies ammo quantity scale.
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//---------------------------------------------------------
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int ITEM_GiveAmmo( CBasePlayer *pPlayer, float flCount, const char *pszAmmoName, bool bSuppressSound = false )
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{
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int iAmmoType = GetAmmoDef()->Index(pszAmmoName);
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if (iAmmoType == -1)
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{
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Msg("ERROR: Attempting to give unknown ammo type (%s)\n",pszAmmoName);
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return 0;
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}
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flCount *= g_pGameRules->GetAmmoQuantityScale(iAmmoType);
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// Don't give out less than 1 of anything.
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flCount = MAX( 1.0f, flCount );
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return pPlayer->GiveAmmo( flCount, iAmmoType, bSuppressSound );
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}
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// ========================================================================
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// >> BoxSRounds
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// ========================================================================
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class CItem_BoxSRounds : public CItem
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{
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public:
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DECLARE_CLASS( CItem_BoxSRounds, CItem );
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void Spawn( void )
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{
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Precache( );
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SetModel( "models/items/boxsrounds.mdl" );
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BaseClass::Spawn( );
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}
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void Precache( void )
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{
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PrecacheModel ("models/items/boxsrounds.mdl");
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_PISTOL, "Pistol"))
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove(this);
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(item_box_srounds, CItem_BoxSRounds);
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LINK_ENTITY_TO_CLASS(item_ammo_pistol, CItem_BoxSRounds);
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// ========================================================================
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// >> LargeBoxSRounds
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// ========================================================================
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class CItem_LargeBoxSRounds : public CItem
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{
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public:
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DECLARE_CLASS( CItem_LargeBoxSRounds, CItem );
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void Spawn( void )
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{
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Precache( );
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SetModel( "models/items/boxsrounds.mdl" );
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BaseClass::Spawn( );
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}
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void Precache( void )
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{
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PrecacheModel ("models/items/boxsrounds.mdl");
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_PISTOL_LARGE, "Pistol"))
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove(this);
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(item_large_box_srounds, CItem_LargeBoxSRounds);
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LINK_ENTITY_TO_CLASS(item_ammo_pistol_large, CItem_LargeBoxSRounds);
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// ========================================================================
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// >> BoxMRounds
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// ========================================================================
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class CItem_BoxMRounds : public CItem
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{
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public:
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DECLARE_CLASS( CItem_BoxMRounds, CItem );
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void Spawn( void )
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{
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Precache( );
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SetModel( "models/items/boxmrounds.mdl");
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BaseClass::Spawn( );
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}
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void Precache( void )
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{
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PrecacheModel ("models/items/boxmrounds.mdl");
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_SMG1, "SMG1"))
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove(this);
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(item_box_mrounds, CItem_BoxMRounds);
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LINK_ENTITY_TO_CLASS(item_ammo_smg1, CItem_BoxMRounds);
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// ========================================================================
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// >> LargeBoxMRounds
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// ========================================================================
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class CItem_LargeBoxMRounds : public CItem
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{
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public:
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DECLARE_CLASS( CItem_LargeBoxMRounds, CItem );
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void Spawn( void )
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{
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Precache( );
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SetModel( "models/items/boxmrounds.mdl");
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BaseClass::Spawn( );
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}
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void Precache( void )
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{
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PrecacheModel ("models/items/boxmrounds.mdl");
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_SMG1_LARGE, "SMG1"))
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove(this);
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(item_large_box_mrounds, CItem_LargeBoxMRounds);
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LINK_ENTITY_TO_CLASS(item_ammo_smg1_large, CItem_LargeBoxMRounds);
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// ========================================================================
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// >> BoxLRounds
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// ========================================================================
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class CItem_BoxLRounds : public CItem
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{
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public:
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DECLARE_CLASS( CItem_BoxLRounds, CItem );
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void Spawn( void )
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{
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Precache( );
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SetModel( "models/items/combine_rifle_cartridge01.mdl");
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BaseClass::Spawn( );
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}
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void Precache( void )
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{
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PrecacheModel ("models/items/combine_rifle_cartridge01.mdl");
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_AR2, "AR2"))
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove(this);
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(item_box_lrounds, CItem_BoxLRounds);
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LINK_ENTITY_TO_CLASS(item_ammo_ar2, CItem_BoxLRounds);
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// ========================================================================
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// >> LargeBoxLRounds
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// ========================================================================
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class CItem_LargeBoxLRounds : public CItem
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{
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public:
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DECLARE_CLASS( CItem_LargeBoxLRounds, CItem );
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void Spawn( void )
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{
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Precache( );
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SetModel( "models/items/combine_rifle_cartridge01.mdl");
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BaseClass::Spawn( );
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}
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void Precache( void )
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{
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PrecacheModel ("models/items/combine_rifle_cartridge01.mdl");
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_AR2_LARGE, "AR2"))
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove(this);
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(item_large_box_lrounds, CItem_LargeBoxLRounds);
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LINK_ENTITY_TO_CLASS(item_ammo_ar2_large, CItem_LargeBoxLRounds);
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// ========================================================================
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// >> CItem_Box357Rounds
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// ========================================================================
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class CItem_Box357Rounds : public CItem
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{
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public:
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DECLARE_CLASS( CItem_Box357Rounds, CItem );
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void Precache( void )
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{
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PrecacheModel ("models/items/357ammo.mdl");
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}
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void Spawn( void )
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{
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Precache( );
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SetModel( "models/items/357ammo.mdl");
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BaseClass::Spawn( );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_357, "357"))
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove(this);
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(item_ammo_357, CItem_Box357Rounds);
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// ========================================================================
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// >> CItem_LargeBox357Rounds
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// ========================================================================
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class CItem_LargeBox357Rounds : public CItem
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{
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public:
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DECLARE_CLASS( CItem_LargeBox357Rounds, CItem );
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void Precache( void )
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{
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PrecacheModel ("models/items/357ammobox.mdl");
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}
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void Spawn( void )
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{
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Precache( );
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SetModel( "models/items/357ammobox.mdl");
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BaseClass::Spawn( );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_357_LARGE, "357"))
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove(this);
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(item_ammo_357_large, CItem_LargeBox357Rounds);
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// ========================================================================
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// >> CItem_BoxXBowRounds
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// ========================================================================
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class CItem_BoxXBowRounds : public CItem
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{
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public:
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DECLARE_CLASS( CItem_BoxXBowRounds, CItem );
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void Precache( void )
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{
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PrecacheModel ("models/items/crossbowrounds.mdl");
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}
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void Spawn( void )
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{
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Precache( );
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SetModel( "models/items/crossbowrounds.mdl");
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BaseClass::Spawn( );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_CROSSBOW, "XBowBolt" ))
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove(this);
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(item_ammo_crossbow, CItem_BoxXBowRounds);
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// ========================================================================
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// >> FlareRound
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// ========================================================================
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class CItem_FlareRound : public CItem
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{
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public:
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DECLARE_CLASS( CItem_FlareRound, CItem );
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void Spawn( void )
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{
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Precache( );
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SetModel( "models/items/flare.mdl");
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BaseClass::Spawn( );
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}
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void Precache( void )
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{
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PrecacheModel ("models/items/flare.mdl");
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (ITEM_GiveAmmo( pPlayer, 1, "FlareRound"))
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove(this);
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(item_flare_round, CItem_FlareRound);
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// ========================================================================
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// >> BoxFlareRounds
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// ========================================================================
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#define SIZE_BOX_FLARE_ROUNDS 5
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class CItem_BoxFlareRounds : public CItem
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{
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public:
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DECLARE_CLASS( CItem_BoxFlareRounds, CItem );
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void Spawn( void )
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{
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Precache( );
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SetModel( "models/items/boxflares.mdl");
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BaseClass::Spawn( );
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}
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void Precache( void )
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{
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PrecacheModel ("models/items/boxflares.mdl");
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (ITEM_GiveAmmo( pPlayer, SIZE_BOX_FLARE_ROUNDS, "FlareRound"))
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove(this);
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(item_box_flare_rounds, CItem_BoxFlareRounds);
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// ========================================================================
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// RPG Round
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// ========================================================================
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class CItem_RPG_Round : public CItem
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{
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public:
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DECLARE_CLASS( CItem_RPG_Round, CItem );
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void Spawn( void )
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{
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Precache( );
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SetModel( "models/weapons/w_missile_closed.mdl");
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BaseClass::Spawn( );
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}
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void Precache( void )
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{
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PrecacheModel ("models/weapons/w_missile_closed.mdl");
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_RPG_ROUND, "RPG_Round"))
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove(this);
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}
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return true;
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}
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return false;
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}
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||
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};
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LINK_ENTITY_TO_CLASS( item_ml_grenade, CItem_RPG_Round );
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LINK_ENTITY_TO_CLASS( item_rpg_round, CItem_RPG_Round );
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||
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||
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// ========================================================================
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||
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// >> AR2_Grenade
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||
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// ========================================================================
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||
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class CItem_AR2_Grenade : public CItem
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||
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{
|
||
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public:
|
||
|
DECLARE_CLASS( CItem_AR2_Grenade, CItem );
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||
|
|
||
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void Spawn( void )
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||
|
{
|
||
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Precache( );
|
||
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SetModel( "models/items/ar2_grenade.mdl");
|
||
|
BaseClass::Spawn( );
|
||
|
}
|
||
|
void Precache( void )
|
||
|
{
|
||
|
PrecacheModel ("models/items/ar2_grenade.mdl");
|
||
|
}
|
||
|
bool MyTouch( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_SMG1_GRENADE, "SMG1_Grenade"))
|
||
|
{
|
||
|
if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
|
||
|
{
|
||
|
UTIL_Remove(this);
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
};
|
||
|
LINK_ENTITY_TO_CLASS(item_ar2_grenade, CItem_AR2_Grenade);
|
||
|
LINK_ENTITY_TO_CLASS(item_ammo_smg1_grenade, CItem_AR2_Grenade);
|
||
|
|
||
|
// ========================================================================
|
||
|
// >> BoxSniperRounds
|
||
|
// ========================================================================
|
||
|
#define SIZE_BOX_SNIPER_ROUNDS 10
|
||
|
|
||
|
class CItem_BoxSniperRounds : public CItem
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CItem_BoxSniperRounds, CItem );
|
||
|
|
||
|
void Spawn( void )
|
||
|
{
|
||
|
Precache( );
|
||
|
SetModel( "models/items/boxsniperrounds.mdl");
|
||
|
BaseClass::Spawn( );
|
||
|
}
|
||
|
void Precache( void )
|
||
|
{
|
||
|
PrecacheModel ("models/items/boxsniperrounds.mdl");
|
||
|
}
|
||
|
bool MyTouch( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
if (ITEM_GiveAmmo( pPlayer, SIZE_BOX_SNIPER_ROUNDS, "SniperRound"))
|
||
|
{
|
||
|
if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
|
||
|
{
|
||
|
UTIL_Remove(this);
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
};
|
||
|
LINK_ENTITY_TO_CLASS(item_box_sniper_rounds, CItem_BoxSniperRounds);
|
||
|
|
||
|
|
||
|
// ========================================================================
|
||
|
// >> BoxBuckshot
|
||
|
// ========================================================================
|
||
|
class CItem_BoxBuckshot : public CItem
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CItem_BoxBuckshot, CItem );
|
||
|
|
||
|
void Spawn( void )
|
||
|
{
|
||
|
Precache( );
|
||
|
SetModel( "models/items/boxbuckshot.mdl");
|
||
|
BaseClass::Spawn( );
|
||
|
}
|
||
|
void Precache( void )
|
||
|
{
|
||
|
PrecacheModel ("models/items/boxbuckshot.mdl");
|
||
|
}
|
||
|
bool MyTouch( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_BUCKSHOT, "Buckshot"))
|
||
|
{
|
||
|
if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
|
||
|
{
|
||
|
UTIL_Remove(this);
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
};
|
||
|
LINK_ENTITY_TO_CLASS(item_box_buckshot, CItem_BoxBuckshot);
|
||
|
|
||
|
// ========================================================================
|
||
|
// >> CItem_AR2AltFireRound
|
||
|
// ========================================================================
|
||
|
class CItem_AR2AltFireRound : public CItem
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CItem_AR2AltFireRound, CItem );
|
||
|
|
||
|
void Precache( void )
|
||
|
{
|
||
|
PrecacheParticleSystem( "combineball" );
|
||
|
PrecacheModel ("models/items/combine_rifle_ammo01.mdl");
|
||
|
}
|
||
|
|
||
|
void Spawn( void )
|
||
|
{
|
||
|
Precache( );
|
||
|
SetModel( "models/items/combine_rifle_ammo01.mdl");
|
||
|
BaseClass::Spawn( );
|
||
|
}
|
||
|
|
||
|
bool MyTouch( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_AR2_ALTFIRE, "AR2AltFire" ) )
|
||
|
{
|
||
|
if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
|
||
|
{
|
||
|
UTIL_Remove(this);
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( item_ammo_ar2_altfire, CItem_AR2AltFireRound );
|
||
|
|
||
|
// ==================================================================
|
||
|
// Ammo crate which will supply infinite ammo of the specified type
|
||
|
// ==================================================================
|
||
|
|
||
|
// Ammo types
|
||
|
enum
|
||
|
{
|
||
|
AMMOCRATE_SMALL_ROUNDS,
|
||
|
AMMOCRATE_MEDIUM_ROUNDS,
|
||
|
AMMOCRATE_LARGE_ROUNDS,
|
||
|
AMMOCRATE_RPG_ROUNDS,
|
||
|
AMMOCRATE_BUCKSHOT,
|
||
|
AMMOCRATE_GRENADES,
|
||
|
AMMOCRATE_357,
|
||
|
AMMOCRATE_CROSSBOW,
|
||
|
AMMOCRATE_AR2_ALTFIRE,
|
||
|
AMMOCRATE_SMG_ALTFIRE,
|
||
|
NUM_AMMO_CRATE_TYPES,
|
||
|
};
|
||
|
|
||
|
// Ammo crate
|
||
|
|
||
|
class CItem_AmmoCrate : public CBaseAnimating
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CItem_AmmoCrate, CBaseAnimating );
|
||
|
|
||
|
void Spawn( void );
|
||
|
void Precache( void );
|
||
|
bool CreateVPhysics( void );
|
||
|
|
||
|
virtual void HandleAnimEvent( animevent_t *pEvent );
|
||
|
|
||
|
void SetupCrate( void );
|
||
|
void OnRestore( void );
|
||
|
|
||
|
//FIXME: May not want to have this used in a radius
|
||
|
int ObjectCaps( void ) { return (BaseClass::ObjectCaps() | (FCAP_IMPULSE_USE|FCAP_USE_IN_RADIUS)); };
|
||
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
|
|
||
|
void InputKill( inputdata_t &data );
|
||
|
void CrateThink( void );
|
||
|
|
||
|
virtual int OnTakeDamage( const CTakeDamageInfo &info );
|
||
|
|
||
|
protected:
|
||
|
|
||
|
int m_nAmmoType;
|
||
|
int m_nAmmoIndex;
|
||
|
|
||
|
static const char *m_lpzModelNames[NUM_AMMO_CRATE_TYPES];
|
||
|
static const char *m_lpzAmmoNames[NUM_AMMO_CRATE_TYPES];
|
||
|
static int m_nAmmoAmounts[NUM_AMMO_CRATE_TYPES];
|
||
|
static const char *m_pGiveWeapon[NUM_AMMO_CRATE_TYPES];
|
||
|
|
||
|
float m_flCloseTime;
|
||
|
COutputEvent m_OnUsed;
|
||
|
CHandle< CBasePlayer > m_hActivator;
|
||
|
|
||
|
DECLARE_DATADESC();
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( item_ammo_crate, CItem_AmmoCrate );
|
||
|
|
||
|
BEGIN_DATADESC( CItem_AmmoCrate )
|
||
|
|
||
|
DEFINE_KEYFIELD( m_nAmmoType, FIELD_INTEGER, "AmmoType" ),
|
||
|
|
||
|
DEFINE_FIELD( m_flCloseTime, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_hActivator, FIELD_EHANDLE ),
|
||
|
|
||
|
// These can be recreated
|
||
|
//DEFINE_FIELD( m_nAmmoIndex, FIELD_INTEGER ),
|
||
|
//DEFINE_FIELD( m_lpzModelNames, FIELD_ ),
|
||
|
//DEFINE_FIELD( m_lpzAmmoNames, FIELD_ ),
|
||
|
//DEFINE_FIELD( m_nAmmoAmounts, FIELD_INTEGER ),
|
||
|
|
||
|
DEFINE_OUTPUT( m_OnUsed, "OnUsed" ),
|
||
|
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "Kill", InputKill ),
|
||
|
|
||
|
DEFINE_THINKFUNC( CrateThink ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Animation events.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
// Models names
|
||
|
const char *CItem_AmmoCrate::m_lpzModelNames[NUM_AMMO_CRATE_TYPES] =
|
||
|
{
|
||
|
"models/items/ammocrate_pistol.mdl", // Small rounds
|
||
|
"models/items/ammocrate_smg1.mdl", // Medium rounds
|
||
|
"models/items/ammocrate_ar2.mdl", // Large rounds
|
||
|
"models/items/ammocrate_rockets.mdl", // RPG rounds
|
||
|
"models/items/ammocrate_buckshot.mdl", // Buckshot
|
||
|
"models/items/ammocrate_grenade.mdl", // Grenades
|
||
|
"models/items/ammocrate_smg1.mdl", // 357
|
||
|
"models/items/ammocrate_smg1.mdl", // Crossbow
|
||
|
|
||
|
//FIXME: This model is incorrect!
|
||
|
"models/items/ammocrate_ar2.mdl", // Combine Ball
|
||
|
"models/items/ammocrate_smg2.mdl", // smg grenade
|
||
|
};
|
||
|
|
||
|
// Ammo type names
|
||
|
const char *CItem_AmmoCrate::m_lpzAmmoNames[NUM_AMMO_CRATE_TYPES] =
|
||
|
{
|
||
|
"Pistol",
|
||
|
"SMG1",
|
||
|
"AR2",
|
||
|
"RPG_Round",
|
||
|
"Buckshot",
|
||
|
"Grenade",
|
||
|
"357",
|
||
|
"XBowBolt",
|
||
|
"AR2AltFire",
|
||
|
"SMG1_Grenade",
|
||
|
};
|
||
|
|
||
|
// Ammo amount given per +use
|
||
|
int CItem_AmmoCrate::m_nAmmoAmounts[NUM_AMMO_CRATE_TYPES] =
|
||
|
{
|
||
|
300, // Pistol
|
||
|
300, // SMG1
|
||
|
300, // AR2
|
||
|
3, // RPG rounds
|
||
|
120, // Buckshot
|
||
|
5, // Grenades
|
||
|
50, // 357
|
||
|
50, // Crossbow
|
||
|
3, // AR2 alt-fire
|
||
|
5,
|
||
|
};
|
||
|
|
||
|
const char *CItem_AmmoCrate::m_pGiveWeapon[NUM_AMMO_CRATE_TYPES] =
|
||
|
{
|
||
|
NULL, // Pistol
|
||
|
NULL, // SMG1
|
||
|
NULL, // AR2
|
||
|
NULL, // RPG rounds
|
||
|
NULL, // Buckshot
|
||
|
"weapon_frag", // Grenades
|
||
|
NULL, // 357
|
||
|
NULL, // Crossbow
|
||
|
NULL, // AR2 alt-fire
|
||
|
NULL, // SMG alt-fire
|
||
|
};
|
||
|
|
||
|
#define AMMO_CRATE_CLOSE_DELAY 1.5f
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItem_AmmoCrate::Spawn( void )
|
||
|
{
|
||
|
Precache();
|
||
|
|
||
|
BaseClass::Spawn();
|
||
|
|
||
|
SetModel( STRING( GetModelName() ) );
|
||
|
SetMoveType( MOVETYPE_NONE );
|
||
|
SetSolid( SOLID_VPHYSICS );
|
||
|
CreateVPhysics();
|
||
|
|
||
|
ResetSequence( LookupSequence( "Idle" ) );
|
||
|
SetBodygroup( 1, true );
|
||
|
|
||
|
m_flCloseTime = gpGlobals->curtime;
|
||
|
m_flAnimTime = gpGlobals->curtime;
|
||
|
m_flPlaybackRate = 0.0;
|
||
|
SetCycle( 0 );
|
||
|
|
||
|
m_takedamage = DAMAGE_EVENTS_ONLY;
|
||
|
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//------------------------------------------------------------------------------
|
||
|
bool CItem_AmmoCrate::CreateVPhysics( void )
|
||
|
{
|
||
|
return ( VPhysicsInitStatic() != NULL );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItem_AmmoCrate::Precache( void )
|
||
|
{
|
||
|
SetupCrate();
|
||
|
PrecacheModel( STRING( GetModelName() ) );
|
||
|
|
||
|
PrecacheScriptSound( "AmmoCrate.Open" );
|
||
|
PrecacheScriptSound( "AmmoCrate.Close" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItem_AmmoCrate::SetupCrate( void )
|
||
|
{
|
||
|
SetModelName( AllocPooledString( m_lpzModelNames[m_nAmmoType] ) );
|
||
|
|
||
|
m_nAmmoIndex = GetAmmoDef()->Index( m_lpzAmmoNames[m_nAmmoType] );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItem_AmmoCrate::OnRestore( void )
|
||
|
{
|
||
|
BaseClass::OnRestore();
|
||
|
|
||
|
// Restore our internal state
|
||
|
SetupCrate();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pActivator -
|
||
|
// *pCaller -
|
||
|
// useType -
|
||
|
// value -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItem_AmmoCrate::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
|
||
|
|
||
|
if ( pPlayer == NULL )
|
||
|
return;
|
||
|
|
||
|
m_OnUsed.FireOutput( pActivator, this );
|
||
|
|
||
|
int iSequence = LookupSequence( "Open" );
|
||
|
|
||
|
// See if we're not opening already
|
||
|
if ( GetSequence() != iSequence )
|
||
|
{
|
||
|
Vector mins, maxs;
|
||
|
trace_t tr;
|
||
|
|
||
|
CollisionProp()->WorldSpaceAABB( &mins, &maxs );
|
||
|
|
||
|
Vector vOrigin = GetAbsOrigin();
|
||
|
vOrigin.z += ( maxs.z - mins.z );
|
||
|
mins = (mins - GetAbsOrigin()) * 0.2f;
|
||
|
maxs = (maxs - GetAbsOrigin()) * 0.2f;
|
||
|
mins.z = ( GetAbsOrigin().z - vOrigin.z );
|
||
|
|
||
|
UTIL_TraceHull( vOrigin, vOrigin, mins, maxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
if ( tr.startsolid || tr.allsolid )
|
||
|
return;
|
||
|
|
||
|
m_hActivator = pPlayer;
|
||
|
|
||
|
// Animate!
|
||
|
ResetSequence( iSequence );
|
||
|
|
||
|
// Make sound
|
||
|
CPASAttenuationFilter sndFilter( this, "AmmoCrate.Open" );
|
||
|
EmitSound( sndFilter, entindex(), "AmmoCrate.Open" );
|
||
|
|
||
|
// Start thinking to make it return
|
||
|
SetThink( &CItem_AmmoCrate::CrateThink );
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
}
|
||
|
|
||
|
// Don't close again for two seconds
|
||
|
m_flCloseTime = gpGlobals->curtime + AMMO_CRATE_CLOSE_DELAY;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: allows the crate to open up when hit by a crowbar
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CItem_AmmoCrate::OnTakeDamage( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
// if it's the player hitting us with a crowbar, open up
|
||
|
CBasePlayer *player = ToBasePlayer(info.GetAttacker());
|
||
|
if (player)
|
||
|
{
|
||
|
CBaseCombatWeapon *weapon = player->GetActiveWeapon();
|
||
|
|
||
|
if (weapon && !stricmp(weapon->GetName(), "weapon_crowbar"))
|
||
|
{
|
||
|
// play the normal use sound
|
||
|
player->EmitSound( "HL2Player.Use" );
|
||
|
// open the crate
|
||
|
Use(info.GetAttacker(), info.GetAttacker(), USE_TOGGLE, 0.0f);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// don't actually take any damage
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Catches the monster-specific messages that occur when tagged
|
||
|
// animation frames are played.
|
||
|
// Input : *pEvent -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItem_AmmoCrate::HandleAnimEvent( animevent_t *pEvent )
|
||
|
{
|
||
|
if ( pEvent->event == AE_AMMOCRATE_PICKUP_AMMO )
|
||
|
{
|
||
|
if ( m_hActivator )
|
||
|
{
|
||
|
if ( m_pGiveWeapon[m_nAmmoType] && !m_hActivator->Weapon_OwnsThisType( m_pGiveWeapon[m_nAmmoType] ) )
|
||
|
{
|
||
|
CBaseEntity *pEntity = CreateEntityByName( m_pGiveWeapon[m_nAmmoType] );
|
||
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>(pEntity);
|
||
|
if ( pWeapon )
|
||
|
{
|
||
|
pWeapon->SetAbsOrigin( m_hActivator->GetAbsOrigin() );
|
||
|
pWeapon->m_iPrimaryAmmoType = 0;
|
||
|
pWeapon->m_iSecondaryAmmoType = 0;
|
||
|
pWeapon->Spawn();
|
||
|
if ( !m_hActivator->BumpWeapon( pWeapon ) )
|
||
|
{
|
||
|
UTIL_Remove( pEntity );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetBodygroup( 1, false );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( m_hActivator->GiveAmmo( m_nAmmoAmounts[m_nAmmoType], m_nAmmoIndex ) != 0 )
|
||
|
{
|
||
|
SetBodygroup( 1, false );
|
||
|
}
|
||
|
m_hActivator = NULL;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
BaseClass::HandleAnimEvent( pEvent );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItem_AmmoCrate::CrateThink( void )
|
||
|
{
|
||
|
StudioFrameAdvance();
|
||
|
DispatchAnimEvents( this );
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
|
||
|
// Start closing if we're not already
|
||
|
if ( GetSequence() != LookupSequence( "Close" ) )
|
||
|
{
|
||
|
// Not ready to close?
|
||
|
if ( m_flCloseTime <= gpGlobals->curtime )
|
||
|
{
|
||
|
m_hActivator = NULL;
|
||
|
|
||
|
ResetSequence( LookupSequence( "Close" ) );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// See if we're fully closed
|
||
|
if ( IsSequenceFinished() )
|
||
|
{
|
||
|
// Stop thinking
|
||
|
SetThink( NULL );
|
||
|
CPASAttenuationFilter sndFilter( this, "AmmoCrate.Close" );
|
||
|
EmitSound( sndFilter, entindex(), "AmmoCrate.Close" );
|
||
|
|
||
|
// FIXME: We're resetting the sequence here
|
||
|
// but setting Think to NULL will cause this to never have
|
||
|
// StudioFrameAdvance called. What are the consequences of that?
|
||
|
ResetSequence( LookupSequence( "Idle" ) );
|
||
|
SetBodygroup( 1, true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &data -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItem_AmmoCrate::InputKill( inputdata_t &data )
|
||
|
{
|
||
|
UTIL_Remove( this );
|
||
|
}
|
||
|
|