118 lines
2.6 KiB
C++
118 lines
2.6 KiB
C++
/*
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* Copyright (c) 2022-2024 Marco Cawthorne <marco@icculus.org>
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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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class
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TFCArmor:NSRenderableEntity
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{
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float m_flRespawnDelay;
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int m_iTeamUses;
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int m_iArmorValue;
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void(void) TFCArmor;
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virtual void(entity) Touch;
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virtual void(void) Respawn;
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virtual void(void) Spawned;
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virtual void(string,string) SpawnKey;
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};
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void
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TFCArmor::TFCArmor(void)
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{
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m_flRespawnDelay = 0.0f;
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m_iTeamUses = 0i;
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m_iArmorValue = 0i;
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}
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void
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TFCArmor::SpawnKey(string keyName, string setValue)
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{
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switch (keyName) {
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case "armorvalue":
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m_iArmorValue = ReadInt(setValue);
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break;
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case "team_no":
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m_iTeamUses = ReadInt(setValue);
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break;
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case "respawn_delay":
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m_flRespawnDelay = ReadFloat(setValue);
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break;
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default:
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super::SpawnKey(keyName, setValue);
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}
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}
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void
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TFCArmor::Spawned(void)
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{
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super::Spawned();
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Sound_Precache("item_armor_tfc.pickup");
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}
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void
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TFCArmor::Respawn(void)
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{
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SetModel(GetSpawnModel());
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SetSize([-16,-16,0], [16,16,56]);
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SetSolid(SOLID_TRIGGER);
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SetOrigin(GetSpawnOrigin());
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DropToFloor();
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botinfo = BOTINFO_ARMOR;
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}
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void
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TFCArmor::Touch(entity eToucher)
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{
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if (eToucher.classname != "player") {
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return;
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}
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player pl = (player)eToucher;
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/* check for team eligibility */
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if (m_iTeamUses)
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if (pl.team != m_iTeamUses)
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return;
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/* if we can't add anything, don't bother */
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if (pl.armor >= pl.m_iMaxArmor && pl.m_iAmmoCells >= pl.m_iMaxCells)
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return;
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int ap;
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int tp = 0;
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/* get remaining points */
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ap = pl.m_iMaxArmor - pl.armor;
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tp = m_iArmorValue;
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/* if that's all we can give... */
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if (ap > tp) {
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pl.armor += tp;
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} else {
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/* give whatever armor points we need */
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pl.armor += ap;
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/* give the remaining as metal... engineers only!*/
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if (pl.classtype == CLASS_ENGINEER) {
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pl. m_iAmmoCells = bound(0, pl.m_iAmmoCells + (tp - ap), pl.m_iMaxCells);
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}
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}
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Sound_Play(this, CHAN_ITEM, "item_armor_tfc.pickup");
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/* hide and respawn */
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Disappear();
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ScheduleThink(Respawn, m_flRespawnDelay);
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}
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