nuclide/Source/Shared/Equipment.c
Marco Hladik f8a1902187 Added bomb-defusing
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
2016-12-11 11:10:03 +01:00

87 lines
2.7 KiB
C

/*
OpenCS Project
Copyright (C) 2015 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.
*/
equipmentinfo_t eqptTable [ CS_EQUIPMENT_COUNT ] = {
{ EQUIPMENT_KEVLAR, 650 },
{ EQUIPMENT_HELMET, 1000 },
{ EQUIPMENT_FLASHBANG, 300 },
{ EQUIPMENT_HEGRENADE, 300 },
{ EQUIPMENT_SMOKEGRENADE, 300 },
{ EQUIPMENT_DEFUSALKIT, 200 },
{ EQUIPMENT_NIGHTVISION, 1250 },
};
#ifdef SSQC
void CSEv_PlayerBuyEquipment_f( float fID ) {
if ( Rules_BuyingPossible() == FALSE ) {
return;
}
if ( ( self.fMoney - eqptTable[ fID ].iPrice ) >= 0 ) {
if ( eqptTable[ fID ].iID == EQUIPMENT_KEVLAR ) {
if ( self.armor == 100 ) {
// You already own armor etc.
centerprint( self, "You already have kevlar!" );
} else {
self.armor = 100;
Money_AddMoney( self, -650 );
}
sound( self, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_IDLE );
self.fAttackFinished = time + 1.0;
return;
} else if ( eqptTable[ fID ].iID == EQUIPMENT_HELMET ) {
if ( self.armor == 100 ) {
if ( self.iEquipment & EQUIPMENT_HELMET ) {
// You already have full armor and a helmet
centerprint( self, "You already have kevlar and a helmet!" );
} else {
// You have full armor, but no helmet
centerprint( self, "You already have some kevlar,\nand now you've bought a helmet!" );
Money_AddMoney( self, -350 );
sound( self, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_IDLE );
}
} else {
if ( self.iEquipment & EQUIPMENT_HELMET ) {
// Only get armor
centerprint( self, "You already have a helmet,\nand now you're bought some kevlar!" );
self.armor = 100;
Money_AddMoney( self, -650 );
sound( self, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_IDLE );
} else {
// Get both
self.armor = 100;
self.iEquipment = self.iEquipment | EQUIPMENT_HELMET;
Money_AddMoney( self, -1000 );
sound( self, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_IDLE );
}
}
self.fAttackFinished = time + 1.0;
return;
}
self.iEquipment = self.iEquipment | ( eqptTable[ fID ].iID );
Money_AddMoney( self, -eqptTable[ fID ].iPrice );
}
self.fAttackFinished = time + 1.0;
}
#endif