168 lines
4.6 KiB
C
Executable file
168 lines
4.6 KiB
C
Executable file
/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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int iArmouryItems[ 19 ] = {
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WEAPON_MP5,
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WEAPON_TMP,
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WEAPON_P90,
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WEAPON_MAC10,
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WEAPON_AK47,
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WEAPON_SG552,
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WEAPON_M4A1,
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WEAPON_AUG,
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WEAPON_SCOUT,
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WEAPON_G3SG1,
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WEAPON_AWP,
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WEAPON_M3,
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WEAPON_XM1014,
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WEAPON_PARA,
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WEAPON_FLASHBANG,
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WEAPON_HEGRENADE,
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EQUIPMENT_KEVLAR,
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EQUIPMENT_HELMET,
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WEAPON_SMOKEGRENADE,
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};
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string sArmouryModels[ 19 ] = {
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"models/w_mp5.mdl",
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"models/w_tmp.mdl",
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"models/w_p90.mdl",
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"models/w_mac10.mdl",
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"models/w_ak47.mdl",
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"models/w_sg552.mdl",
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"models/w_m4a1.mdl",
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"models/w_aug.mdl",
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"models/w_scout.mdl",
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"models/w_g3sg1.mdl",
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"models/w_awp.mdl",
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"models/w_m3.mdl",
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"models/w_xm1014.mdl",
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"models/w_m249.mdl",
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"models/w_flashbang.mdl",
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"models/w_hegrenade.mdl",
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"models/w_kevlar.mdl",
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"models/w_assault.mdl",
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"models/w_smokegrenade.mdl"
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};
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/*
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=================
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SPAWN: armoury_entity
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Very old entity that wasn't updated all that much
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but is heavily present throughout custom maps, hence the odd item list
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=================
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*/
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void armoury_entity( void ) {
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static void armoury_entity_touch( void ) {
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if ( other.classname != "player" ) {
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return;
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}
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entity eOld = self;
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self = other;
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// Only MP5 til PARA
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if ( eOld.item < 14 ) {
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if ( Weapon_SlotEmpty( Weapon_GetSlot( iArmouryItems[ eOld.item ] ) ) ) {
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Weapon_AddItem( iArmouryItems[ eOld.item ] );
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Weapon_Draw( iArmouryItems[ eOld.item ] );
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} else {
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self = eOld;
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return;
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}
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} else {
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// Equipment
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if ( iArmouryItems[ eOld.item ] == EQUIPMENT_KEVLAR ) {
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if ( self.armor != 100 ) {
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self.armor = 100;
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} else {
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self = eOld;
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return;
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}
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} else if ( iArmouryItems[ eOld.item ] == EQUIPMENT_HELMET ) {
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if ( self.armor == 100 ) {
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if ( !( self.iEquipment & EQUIPMENT_HELMET ) ) {
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sound( self, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_IDLE );
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} else {
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self = eOld;
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return;
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}
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} else {
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if ( self.iEquipment & EQUIPMENT_HELMET ) {
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self.armor = 100;
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sound( self, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_IDLE );
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} else {
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self.armor = 100;
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self.iEquipment = self.iEquipment | EQUIPMENT_HELMET;
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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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} else {
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int iNades = self.iAmmo_FLASHBANG + self.iAmmo_HEGRENADE + self.iAmmo_SMOKEGRENADE;
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if ( iNades < 3 ) {
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if ( iArmouryItems[ eOld.item ] == WEAPON_FLASHBANG ) {
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self.iAmmo_FLASHBANG++;
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sound( self, CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_IDLE );
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} else if ( iArmouryItems[ eOld.item ] == WEAPON_HEGRENADE ) {
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self.iAmmo_HEGRENADE++;
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sound( self, CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_IDLE );
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} else if ( iArmouryItems[ eOld.item ] == WEAPON_SMOKEGRENADE ) {
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self.iAmmo_SMOKEGRENADE++;
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sound( self, CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_IDLE );
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}
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} else {
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self = eOld;
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return;
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}
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}
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}
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self = eOld;
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self.health--;
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if ( self.health <= 0 ) {
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Entities_Remove();
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}
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}
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static void armoury_entity_respawn( void ) {
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self.solid = SOLID_TRIGGER;
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self.health = self.count;
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self.touch = armoury_entity_touch;
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droptofloor();
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}
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if ( autocvar_fcs_nopickups == TRUE ) {
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remove( self );
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return;
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}
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precache_model( sArmouryModels[ self.item ] );
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setmodel( self, sArmouryModels[ self.item ] );
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setsize( self, '-16 -16 0', '16 16 16' );
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armoury_entity_respawn();
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Entities_InitRespawnable( armoury_entity_respawn );
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}
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