/* * Copyright (c) 2016-2020 Marco Hladik * * 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. */ /*QUAKED item_battery (0 0 0.8) (-16 -16 0) (16 16 36) HALF-LIFE (1998) ENTITY HEV Suit energy battery. It adds the following energy values to the HEV Suit by default: Skill 1 (Easy): 15 Skill 2 (Medium): 15 Skill 3 (Hard): 10 The values can be tweaked in the skill.cfg file. */ class item_battery:CBaseEntity { void(void) item_battery; virtual void(void) Respawn; virtual void(void) touch; }; void item_battery::touch(void) { if (other.classname != "player") { return; } base_player pl = (base_player)other; if (pl.armor >= 100) { return; } /* Move this somewhere else? */ pl.armor += Skill_GetValue("battery", 10); if (pl.armor > 100) { pl.armor = 100; } Logging_Pickup(other, this, __NULL__); Sound_Play(other, CHAN_ITEM, "item.battery"); if (cvar("sv_playerslots") == 1) { remove(self); } else { Hide(); think = Respawn; nextthink = time + 20.0f; } } void item_battery::Respawn(void) { SetSolid(SOLID_TRIGGER); SetMovetype(MOVETYPE_NONE); /* One of the models is transparent, and we need to set additive */ SetRenderMode(RM_ADDITIVE); SetRenderAmt(255); SetSize([-16,-16,0],[16,16,16]); /* Always spawns a little above origin */ SetOrigin(GetSpawnOrigin() + [0,0,16]); SetModel(GetSpawnModel()); think = __NULL__; nextthink = -1; Sound_Play(this, CHAN_ITEM, "item.respawn"); } void item_battery::item_battery(void) { Sound_Precache("item.armor"); Sound_Precache("item.respawn"); /* TODO actually uses two models... */ model = "models/armor.mdl"; CBaseEntity::CBaseEntity(); item_healthkit::Respawn(); }