Started work on Armoury Entity

This commit is contained in:
Marco Hladik 2017-01-11 04:40:53 -05:00
parent 47932e57a0
commit ca26fd94b6

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/*
OpenCS Project
Copyright (C) 2016, 2017 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
int iArmouryItems[ 19 ] = {
WEAPON_MP5;
WEAPON_TMP;
WEAPON_P90;
WEAPON_MAC10;
WEAPON_AK47;
WEAPON_SG552;
WEAPON_M4A1;
WEAPON_AUG;
WEAPON_SCOUT;
WEAPON_G3SG1;
WEAPON_AWP;
WEAPON_M3;
WEAPON_XM1014;
WEAPON_PARA;
EQUIPMENT_FLASHBANG;
EQUIPMENT_HEGRENADE;
EQUIPMENT_KEVLAR;
EQUIPMENT_HELMET;
EQUIPMENT_SMOKEGRENADE;
};
string sArmouryModels[ 19 ] = {
"models/w_mp5.mdl",
"models/w_tmp.mdl",
"models/w_p90.mdl",
"models/w_mac10.mdl",
"models/w_ak47.mdl",
"models/w_sg552.mdl",
"models/w_m4a1.mdl",
"models/w_aug.mdl",
"models/w_scout.mdl",
"models/w_g3sg1.mdl",
"models/w_awp.mdl",
"models/w_m3.mdl",
"models/w_xm1014.mdl",
"models/w_m249.mdl",
"models/w_flashbang.mdl",
"models/w_hegrenade.mdl",
"models/w_kevlar.mdl",
"models/w_assault.mdl",
"models/w_smokegrenade.mdl"
};
void armoury_entity( void ) {
static void armoury_entity_touch( void ) {
if ( other.classname == "player" ) {
return;
}
entity eOld = self;
self = other;
if ( iArmouryItems[ eOld.item ] < 32 ) {
Weapon_AddItem( iArmouryItems[ eOld.item ] );
} else {
self.iEquipment = self.iEquipment | iArmouryItems[ eOld.item ];
}
self = eOld;
self.health--;
if ( self.health <= 0 ) {
Entities_Remove();
}
}
static void armoury_entity_respawn( void ) {
setmodel( self, sArmouryModels[ self.item ] );
self.solid = SOLID_BBOX;
self.health = self.count;
self.touch = armoury_entity_touch;
}
armoury_entity_respawn();
Entities_InitRespawnable( armoury_entity_respawn );
}