2021-02-11 18:06:14 +00:00
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/*
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2022-03-13 23:56:13 +00:00
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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2021-02-11 18:06:14 +00:00
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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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/*QUAKED item_battery (0 0 0.8) (-16 -16 0) (16 16 36)
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HALF-LIFE (1998) ENTITY
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HEV Suit energy battery.
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It adds the following energy values to the HEV Suit by default:
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Skill 1 (Easy): 15
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Skill 2 (Medium): 15
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Skill 3 (Hard): 10
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The values can be tweaked in the skill.cfg file.
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*/
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2022-05-10 21:59:32 +00:00
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class item_battery:NSRenderableEntity
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2021-02-11 18:06:14 +00:00
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{
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void(void) item_battery;
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virtual void(void) Respawn;
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2022-04-03 21:07:09 +00:00
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virtual void(entity) Touch;
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2021-02-11 18:06:14 +00:00
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};
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2021-05-08 15:45:24 +00:00
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void
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2022-04-03 21:07:09 +00:00
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item_battery::Touch(entity eToucher)
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2021-02-11 18:06:14 +00:00
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{
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if (other.classname != "player") {
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return;
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}
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2022-05-11 19:50:45 +00:00
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NSClientPlayer pl = (NSClientPlayer)other;
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2021-02-11 18:06:14 +00:00
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if (pl.armor >= 100) {
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return;
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}
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/* Move this somewhere else? */
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pl.armor += Skill_GetValue("battery", 10);
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if (pl.armor > 100) {
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pl.armor = 100;
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}
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Logging_Pickup(other, this, __NULL__);
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Sound_Play(other, CHAN_ITEM, "item.battery");
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if (cvar("sv_playerslots") == 1) {
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2023-01-19 03:45:26 +00:00
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Destroy();
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2021-02-11 18:06:14 +00:00
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} else {
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2023-01-19 03:45:26 +00:00
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Disappear();
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ScheduleThink(Respawn,20.0f);
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2021-02-11 18:06:14 +00:00
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}
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}
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2021-05-08 15:45:24 +00:00
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void
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item_battery::Respawn(void)
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2021-02-11 18:06:14 +00:00
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{
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SetSolid(SOLID_TRIGGER);
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SetMovetype(MOVETYPE_NONE);
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/* One of the models is transparent, and we need to set additive */
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SetRenderMode(RM_ADDITIVE);
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SetRenderAmt(255);
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SetSize([-16,-16,0],[16,16,16]);
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/* Always spawns a little above origin */
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2021-09-16 16:39:13 +00:00
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SetOrigin(GetSpawnOrigin() + [0,0,16]);
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SetModel(GetSpawnModel());
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2021-02-11 18:06:14 +00:00
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think = __NULL__;
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nextthink = -1;
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Sound_Play(this, CHAN_ITEM, "item.respawn");
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}
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2021-05-08 15:45:24 +00:00
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void
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item_battery::item_battery(void)
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2021-02-11 18:06:14 +00:00
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{
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Sound_Precache("item.armor");
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Sound_Precache("item.respawn");
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/* TODO actually uses two models... */
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model = "models/armor.mdl";
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2022-05-10 21:59:32 +00:00
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super::NSRenderableEntity();
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2021-02-11 18:06:14 +00:00
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item_healthkit::Respawn();
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}
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