nuclide/Source/Server/ArmouryEntity.c

122 lines
2.8 KiB
C
Executable file

/*
FreeCS 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,
WEAPON_FLASHBANG,
WEAPON_HEGRENADE,
EQUIPMENT_KEVLAR,
EQUIPMENT_HELMET,
WEAPON_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"
};
.float item;
.float count;
/*
=================
SPAWN: armoury_entity
Very old entity that wasn't updated all that much
but is heavily present throughout custom maps, hence the odd item list
=================
*/
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 ) {
if ( Weapon_SlotEmpty( Weapon_GetSlot( iArmouryItems[ eOld.item ] ) ) ) {
Weapon_AddItem( iArmouryItems[ eOld.item ] );
Weapon_Draw( iArmouryItems[ eOld.item ] );
} else {
self = eOld;
return;
}
} else {
// Equipment
}
self = eOld;
self.health--;
if ( self.health <= 0 ) {
Entities_Remove();
}
}
static void armoury_entity_respawn( void ) {
self.solid = SOLID_TRIGGER;
self.health = self.count;
self.touch = armoury_entity_touch;
droptofloor();
}
if ( autocvar_fcs_nopickups == TRUE ) {
remove( self );
return;
}
precache_model( sArmouryModels[ self.item ] );
setmodel( self, sArmouryModels[ self.item ] );
setsize( self, '-16 -16 0', '16 16 16' );
armoury_entity_respawn();
Entities_InitRespawnable( armoury_entity_respawn );
}