Added progressbar on bomb defusing Added seperators on the timer and the ammo display Fixed some USE bugs related to doors and other ents +use (+button6) is now something that can be toggled, whereas before it was a one-time thing Added various sounds when buying things Added various messages when trying to buy things you already have Added proper radio sounds to the bombing mission type More work done on the equipment
87 lines
2.7 KiB
C
87 lines
2.7 KiB
C
/*
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OpenCS Project
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Copyright (C) 2015 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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equipmentinfo_t eqptTable [ CS_EQUIPMENT_COUNT ] = {
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{ EQUIPMENT_KEVLAR, 650 },
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{ EQUIPMENT_HELMET, 1000 },
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{ EQUIPMENT_FLASHBANG, 300 },
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{ EQUIPMENT_HEGRENADE, 300 },
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{ EQUIPMENT_SMOKEGRENADE, 300 },
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{ EQUIPMENT_DEFUSALKIT, 200 },
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{ EQUIPMENT_NIGHTVISION, 1250 },
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};
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#ifdef SSQC
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void CSEv_PlayerBuyEquipment_f( float fID ) {
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if ( Rules_BuyingPossible() == FALSE ) {
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return;
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}
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if ( ( self.fMoney - eqptTable[ fID ].iPrice ) >= 0 ) {
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if ( eqptTable[ fID ].iID == EQUIPMENT_KEVLAR ) {
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if ( self.armor == 100 ) {
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// You already own armor etc.
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centerprint( self, "You already have kevlar!" );
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} else {
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self.armor = 100;
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Money_AddMoney( self, -650 );
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}
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sound( self, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_IDLE );
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self.fAttackFinished = time + 1.0;
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return;
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} else if ( eqptTable[ fID ].iID == EQUIPMENT_HELMET ) {
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if ( self.armor == 100 ) {
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if ( self.iEquipment & EQUIPMENT_HELMET ) {
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// You already have full armor and a helmet
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centerprint( self, "You already have kevlar and a helmet!" );
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} else {
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// You have full armor, but no helmet
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centerprint( self, "You already have some kevlar,\nand now you've bought a helmet!" );
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Money_AddMoney( self, -350 );
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sound( self, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_IDLE );
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}
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} else {
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if ( self.iEquipment & EQUIPMENT_HELMET ) {
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// Only get armor
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centerprint( self, "You already have a helmet,\nand now you're bought some kevlar!" );
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self.armor = 100;
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Money_AddMoney( self, -650 );
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sound( self, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_IDLE );
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} else {
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// Get both
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self.armor = 100;
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self.iEquipment = self.iEquipment | EQUIPMENT_HELMET;
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Money_AddMoney( self, -1000 );
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sound( self, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_IDLE );
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}
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}
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self.fAttackFinished = time + 1.0;
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return;
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}
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self.iEquipment = self.iEquipment | ( eqptTable[ fID ].iID );
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Money_AddMoney( self, -eqptTable[ fID ].iPrice );
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}
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self.fAttackFinished = time + 1.0;
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}
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#endif
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