Counter-Strike: Add item_suit, so that the training works again.

This commit is contained in:
Marco Cawthorne 2019-09-01 06:59:09 +02:00
parent 0968ee7756
commit 15181308f8
3 changed files with 105 additions and 37 deletions

View file

@ -0,0 +1,66 @@
/*
* Copyright (c) 2016-2019 Marco Hladik <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.
*/
class item_suit:CBaseTrigger
{
void() item_suit;
virtual void() touch;
virtual void() Respawn;
};
void item_suit::touch(void)
{
if (other.classname == "player") {
player pl = (player)other;
/*if (pl.g_items & ITEM_SUIT) {
return;
}*/
sound(other, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_NORM);
/*pl.g_items |= ITEM_SUIT;*/
CBaseTrigger::UseTargets();
if (cvar("sv_playerslots") == 1) {
remove(self);
} else {
Hide();
think = Respawn;
nextthink = time + 30.0f;
}
}
}
void item_suit::Respawn(void)
{
solid = SOLID_TRIGGER;
movetype = MOVETYPE_TOSS;
setsize(this, VEC_HULL_MIN, VEC_HULL_MAX);
setorigin(this, m_oldOrigin);
setmodel(this, m_oldModel);
think = __NULL__;
nextthink = -1;
sound(this, CHAN_ITEM, "items/suitchargeok1.wav", 1, ATTN_NORM, 150);
}
void item_suit::item_suit(void)
{
model = "models/w_kevlar.mdl";
precache_sound("items/tr_kevlar.wav");
CBaseTrigger::CBaseTrigger();
Respawn();
}

View file

@ -63,6 +63,7 @@ money.c
armoury_entity.cpp
hostage_entity.cpp
func_hostage_rescue.cpp
item_suit.cpp
info_hostage_rescue.cpp
func_vip_safetyzone.cpp
info_map_parameters.cpp

View file

@ -17,17 +17,17 @@
class item_weaponbox
{
int ammo_9mm;
int ammo_357;
int ammo_buckshot;
int ammo_m203_grenade;
int ammo_bolt;
int ammo_rocket;
int ammo_uranium;
int ammo_handgrenade;
int ammo_satchel;
int ammo_tripmine;
int ammo_snark;
int ammo_hornet;
int ammo_357;
int ammo_buckshot;
int ammo_m203_grenade;
int ammo_bolt;
int ammo_rocket;
int ammo_uranium;
int ammo_handgrenade;
int ammo_satchel;
int ammo_tripmine;
int ammo_snark;
int ammo_hornet;
int weapon_items;
void(void) item_weaponbox;
@ -40,22 +40,23 @@ void item_weaponbox::touch(void)
if (other.classname != "player") {
return;
}
player pl = (player)other;
sound(pl, CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM);
pl.ammo_9mm += ammo_9mm;
pl.ammo_357 += ammo_357;
pl.ammo_buckshot += ammo_buckshot;
pl.ammo_m203_grenade += ammo_m203_grenade;
pl.ammo_bolt += ammo_bolt;
pl.ammo_rocket += ammo_rocket;
pl.ammo_uranium += ammo_uranium;
pl.ammo_handgrenade += ammo_handgrenade;
pl.ammo_satchel += ammo_satchel;
pl.ammo_tripmine += ammo_tripmine;
pl.ammo_snark += ammo_snark;
pl.ammo_hornet += ammo_hornet;
pl.g_items |= weapon_items;
remove(this);
pl.ammo_357 += ammo_357;
pl.ammo_buckshot += ammo_buckshot;
pl.ammo_m203_grenade += ammo_m203_grenade;
pl.ammo_bolt += ammo_bolt;
pl.ammo_rocket += ammo_rocket;
pl.ammo_uranium += ammo_uranium;
pl.ammo_handgrenade += ammo_handgrenade;
pl.ammo_satchel += ammo_satchel;
pl.ammo_tripmine += ammo_tripmine;
pl.ammo_snark += ammo_snark;
pl.ammo_hornet += ammo_hornet;
pl.g_items |= weapon_items;
remove(this);
}
void item_weaponbox::setup(player pl)
@ -63,23 +64,23 @@ void item_weaponbox::setup(player pl)
/* TODO: Should the magazine bits be transferred too? */
ammo_9mm = pl.ammo_9mm;
ammo_357 = pl.ammo_357;
ammo_buckshot = pl.ammo_buckshot;
ammo_m203_grenade = pl.ammo_m203_grenade;
ammo_bolt = pl.ammo_bolt;
ammo_rocket = pl.ammo_rocket;
ammo_uranium = pl.ammo_uranium;
ammo_handgrenade = pl.ammo_handgrenade;
ammo_satchel = pl.ammo_satchel;
ammo_tripmine = pl.ammo_tripmine;
ammo_snark = pl.ammo_snark;
ammo_hornet = pl.ammo_hornet;
weapon_items = pl.g_items;
ammo_buckshot = pl.ammo_buckshot;
ammo_m203_grenade = pl.ammo_m203_grenade;
ammo_bolt = pl.ammo_bolt;
ammo_rocket = pl.ammo_rocket;
ammo_uranium = pl.ammo_uranium;
ammo_handgrenade = pl.ammo_handgrenade;
ammo_satchel = pl.ammo_satchel;
ammo_tripmine = pl.ammo_tripmine;
ammo_snark = pl.ammo_snark;
ammo_hornet = pl.ammo_hornet;
weapon_items = pl.g_items;
}
void item_weaponbox::item_weaponbox(void)
{
setmodel(this, "models/w_weaponbox.mdl");
setsize(this, [-16,-16,0], [16,16,16]);
setsize(this, [-16,-16,0], [16,16,16]);
solid = SOLID_TRIGGER;
movetype = MOVETYPE_TOSS;
}