- Added early Rewolf Health/Armor HUD variants - Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf - Fixed some skybox behaviour to only apply to BSP30 - Changed the env_message and game_text display to use "creditsfont" instead of the conchars - Tweaked damage radius and prediction for some entities and weapons - Added world_items - Added item_healthkit - Added item_battery - Fixed level transition logic - impulse 101 now fills up health and armor/suit in mod valve - Some tweaks to Damage_Apply so that healing can be performed without funky visuals - Added stub monsters for valve/rewolf that'll soon support scripted sequences - Tweaked chat system to get rid of quotation marks around messages - Added support for changing the window caption to reflect the mod you're playing - Lots of small little things in terms of cleanup
35 lines
653 B
C++
35 lines
653 B
C++
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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/* This is one of those leftovers from trying to get a game out in time */
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class world_items:CBaseTrigger
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{
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void() world_items;
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};
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void world_items::world_items(void)
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{
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int nfields = tokenize(__fullspawndata);
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for (int i = 1; i < (nfields - 1); i += 2) {
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switch (argv(i)) {
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case "type":
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float type = stof(argv(i+1));
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switch (type) {
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case 44:
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spawnfunc_item_battery();
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break;
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case 45:
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spawnfunc_item_suit();
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break;
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default:
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}
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default:
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break;
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}
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}
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}
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