item_armor: Initial implementation. Gives armor points and metal (to engineers)
This commit is contained in:
parent
e2299d8d22
commit
49f9eec643
3 changed files with 181 additions and 0 deletions
176
src/server/item_armor.qc
Normal file
176
src/server/item_armor.qc
Normal file
|
@ -0,0 +1,176 @@
|
||||||
|
/*
|
||||||
|
* Copyright (c) 2022 Marco Cawthorne <marco@icculus.org>
|
||||||
|
*
|
||||||
|
* 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_armor1 (0 0 0.8) (-16 -16 -36) (16 16 36)
|
||||||
|
|
||||||
|
TEAM FORTRESS/QUAKE (1996) ENTITY
|
||||||
|
|
||||||
|
Armor pickup, which will also replenish metal
|
||||||
|
|
||||||
|
-------- KEYS --------
|
||||||
|
"targetname" : Name
|
||||||
|
"areaname" : Name of the specified area
|
||||||
|
"team_no" : Which team can pick up the armor (0 = all)
|
||||||
|
"respawn_delay" : Time it takes to respawn after having been picked up
|
||||||
|
*/
|
||||||
|
|
||||||
|
/*QUAKED item_armor2 (0 0 0.8) (-16 -16 -36) (16 16 36)
|
||||||
|
|
||||||
|
TEAM FORTRESS/QUAKE (1996) ENTITY
|
||||||
|
|
||||||
|
Armor pickup, which will also replenish metal
|
||||||
|
|
||||||
|
-------- KEYS --------
|
||||||
|
"targetname" : Name
|
||||||
|
"areaname" : Name of the specified area
|
||||||
|
"team_no" : Which team can pick up the armor (0 = all)
|
||||||
|
"respawn_delay" : Time it takes to respawn after having been picked up
|
||||||
|
*/
|
||||||
|
|
||||||
|
/*QUAKED item_armor3 (0 0 0.8) (-16 -16 -36) (16 16 36)
|
||||||
|
|
||||||
|
TEAM FORTRESS/QUAKE (1996) ENTITY
|
||||||
|
|
||||||
|
Armor pickup, which will also replenish metal
|
||||||
|
|
||||||
|
-------- KEYS --------
|
||||||
|
"targetname" : Name
|
||||||
|
"areaname" : Name of the specified area
|
||||||
|
"team_no" : Which team can pick up the armor (0 = all)
|
||||||
|
"respawn_delay" : Time it takes to respawn after having been picked up
|
||||||
|
*/
|
||||||
|
|
||||||
|
class
|
||||||
|
item_armor:NSRenderableEntity
|
||||||
|
{
|
||||||
|
float m_flRespawnDelay;
|
||||||
|
int m_iTeamUses;
|
||||||
|
|
||||||
|
void(void) item_armor;
|
||||||
|
|
||||||
|
virtual void(entity) Touch;
|
||||||
|
virtual void(void) Respawn;
|
||||||
|
virtual void(string,string) SpawnKey;
|
||||||
|
};
|
||||||
|
|
||||||
|
void
|
||||||
|
item_armor::Touch(entity eToucher)
|
||||||
|
{
|
||||||
|
if (eToucher.classname != "player") {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
player pl = (player)eToucher;
|
||||||
|
|
||||||
|
/* check for team eligibility */
|
||||||
|
if (m_iTeamUses)
|
||||||
|
if (pl.team != m_iTeamUses)
|
||||||
|
return;
|
||||||
|
|
||||||
|
/* if we can't add anything, don't bother */
|
||||||
|
if (pl.armor >= pl.m_iMaxArmor && pl.m_iAmmoCells >= pl.m_iMaxCells)
|
||||||
|
return;
|
||||||
|
|
||||||
|
int ap;
|
||||||
|
int tp;
|
||||||
|
|
||||||
|
/* get remaining points */
|
||||||
|
ap = pl.m_iMaxArmor - pl.armor;
|
||||||
|
|
||||||
|
/* get the total points the armor can give */
|
||||||
|
switch (classname) {
|
||||||
|
case "item_armor1":
|
||||||
|
tp = 25;
|
||||||
|
break;
|
||||||
|
case "item_armor2":
|
||||||
|
tp = 50;
|
||||||
|
break;
|
||||||
|
case "item_armor3":
|
||||||
|
tp = 100;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
print("^1item_armor: unknown armor type\n");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* if that's all we can give... */
|
||||||
|
if (ap > tp) {
|
||||||
|
pl.armor += tp;
|
||||||
|
} else {
|
||||||
|
/* give whatever armor points we need */
|
||||||
|
pl.armor += ap;
|
||||||
|
|
||||||
|
/* give the remaining as metal... engineers only!*/
|
||||||
|
if (pl.classtype == CLASS_ENGINEER) {
|
||||||
|
pl. m_iAmmoCells = bound(0, pl.m_iAmmoCells + (tp - ap), pl.m_iMaxCells);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/* hide and respawn */
|
||||||
|
Hide();
|
||||||
|
think = Respawn;
|
||||||
|
nextthink = time + m_flRespawnDelay;
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
item_armor::SpawnKey(string strKey, string strValue)
|
||||||
|
{
|
||||||
|
switch (strKey) {
|
||||||
|
case "team_no":
|
||||||
|
m_iTeamUses = stoi(strValue);
|
||||||
|
break;
|
||||||
|
case "respawn_delay":
|
||||||
|
m_flRespawnDelay = stof(strValue);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
super::SpawnKey(strKey, strValue);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
item_armor::Respawn(void)
|
||||||
|
{
|
||||||
|
SetModel("models/g_armor.mdl");
|
||||||
|
SetSize(VEC_HULL_MIN, VEC_HULL_MAX);
|
||||||
|
SetSolid(SOLID_TRIGGER);
|
||||||
|
SetOrigin(GetSpawnOrigin());
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
item_armor::item_armor(void)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
item_armor1(void)
|
||||||
|
{
|
||||||
|
spawnfunc_item_armor();
|
||||||
|
self.classname = "item_armor1";
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
item_armor2(void)
|
||||||
|
{
|
||||||
|
spawnfunc_item_armor();
|
||||||
|
self.classname = "item_armor2";
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
item_armor3(void)
|
||||||
|
{
|
||||||
|
spawnfunc_item_armor();
|
||||||
|
self.classname = "item_armor3";
|
||||||
|
}
|
|
@ -155,6 +155,8 @@ item_tfgoal::Touch(entity eToucher)
|
||||||
Hide();
|
Hide();
|
||||||
pl.g_items |= ITEM_GOALITEM;
|
pl.g_items |= ITEM_GOALITEM;
|
||||||
m_eActivator = pl;
|
m_eActivator = pl;
|
||||||
|
think = __NULL__;
|
||||||
|
nextthink = 0.0f;
|
||||||
|
|
||||||
sound(this, CHAN_ITEM, m_strSound, 1.0f, ATTN_NONE);
|
sound(this, CHAN_ITEM, m_strSound, 1.0f, ATTN_NONE);
|
||||||
|
|
||||||
|
@ -211,6 +213,8 @@ item_tfgoal::Respawn(void)
|
||||||
SetSolid(SOLID_TRIGGER);
|
SetSolid(SOLID_TRIGGER);
|
||||||
SetOrigin(GetSpawnOrigin());
|
SetOrigin(GetSpawnOrigin());
|
||||||
m_eActivator = __NULL__;
|
m_eActivator = __NULL__;
|
||||||
|
think = __NULL__;
|
||||||
|
nextthink = 0.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
|
|
@ -35,6 +35,7 @@ info_player_teamspawn.qc
|
||||||
item_tfgoal.qc
|
item_tfgoal.qc
|
||||||
info_tfgoal.qc
|
info_tfgoal.qc
|
||||||
info_areadef.qc
|
info_areadef.qc
|
||||||
|
item_armor.qc
|
||||||
|
|
||||||
gamerules.qc
|
gamerules.qc
|
||||||
client.qc
|
client.qc
|
||||||
|
|
Loading…
Reference in a new issue