mirror of
https://github.com/nillerusr/source-engine.git
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141 lines
2.7 KiB
C++
141 lines
2.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "dod_ammo_box.h"
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#include "dod_player.h"
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#include "dod_gamerules.h"
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BEGIN_DATADESC( CAmmoBox )
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DEFINE_THINKFUNC( FlyThink ),
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DEFINE_ENTITYFUNC( BoxTouch ),
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END_DATADESC();
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LINK_ENTITY_TO_CLASS( dod_ammo_box, CAmmoBox );
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void CAmmoBox::Spawn( void )
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{
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Precache( );
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SetModel( "models/ammo/ammo_us.mdl" );
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BaseClass::Spawn();
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SetNextThink( gpGlobals->curtime + 0.75f );
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SetThink( &CAmmoBox::FlyThink );
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SetTouch( &CAmmoBox::BoxTouch );
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m_hOldOwner = GetOwnerEntity();
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}
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void CAmmoBox::Precache( void )
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{
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PrecacheModel( "models/ammo/ammo_axis.mdl" );
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PrecacheModel( "models/ammo/ammo_us.mdl" );
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}
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CAmmoBox *CAmmoBox::Create( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner, int team )
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{
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CAmmoBox *p = static_cast<CAmmoBox *> ( CBaseAnimating::Create( "dod_ammo_box", vecOrigin, vecAngles, pOwner ) );
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p->SetAmmoTeam( team );
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return p;
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}
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void CAmmoBox::SetAmmoTeam( int team )
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{
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switch( team )
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{
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case TEAM_ALLIES:
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{
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SetModel( "models/ammo/ammo_us.mdl" );
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}
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break;
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case TEAM_AXIS:
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{
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SetModel( "models/ammo/ammo_axis.mdl" );
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}
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break;
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default:
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Assert(0);
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break;
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}
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m_iAmmoTeam = team;
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}
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void CAmmoBox::FlyThink( void )
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{
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SetOwnerEntity( NULL ); //so our owner can pick it back up
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}
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void CAmmoBox::BoxTouch( CBaseEntity *pOther )
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{
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Assert( pOther );
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if( !pOther->IsPlayer() )
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return;
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if( !pOther->IsAlive() )
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return;
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//Don't let the person who threw this ammo pick it up until it hits the ground.
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//This way we can throw ammo to people, but not touch it as soon as we throw it ourselves
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if( GetOwnerEntity() == pOther )
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return;
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CDODPlayer *pPlayer = ToDODPlayer( pOther );
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Assert( pPlayer );
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if( pPlayer->GetTeamNumber() != m_iAmmoTeam )
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return;
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if( pPlayer == m_hOldOwner )
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{
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//don't give ammo, just give him his drop again
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pPlayer->ReturnGenericAmmo();
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UTIL_Remove(this);
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}
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else
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{
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//See if they can use some ammo, if so, remove the box
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if( pPlayer->GiveGenericAmmo() )
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UTIL_Remove(this);
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}
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}
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bool CAmmoBox::MyTouch( CBasePlayer *pBasePlayer )
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{
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if ( !pBasePlayer )
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{
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Assert( false );
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return false;
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}
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if( !pBasePlayer->IsAlive() )
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return false;
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if( pBasePlayer->GetTeamNumber() != m_iAmmoTeam )
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return false;
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CDODPlayer *pPlayer = ToDODPlayer( pBasePlayer );
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if( pPlayer == m_hOldOwner )
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{
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//don't give ammo, just give him his drop again
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pPlayer->ReturnGenericAmmo();
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UTIL_Remove(this);
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}
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else
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{
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//See if they can use some ammo, if so, remove the box
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if( pPlayer->GiveGenericAmmo() )
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UTIL_Remove(this);
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}
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return true;
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} |