nuclide/Source/gs-entbase/server/item_food.cpp
Marco Hladik 5fa7002844 - Added everything needed for networked sprays
- Switched to custom pmove code (early, WIP) instead of the engine one, again
- Made nightvision compatible with splitscreen modes
- Player animation fixes
- Prediction fixes
- Fixed radius damage, so grenades and bombs should apply proper damage now
- Added func_wall_toggle
- Small entity fixes
2019-01-03 02:26:39 +01:00

60 lines
1 KiB
C++

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
class item_food
{
int m_iIsCan;
void() item_food;
virtual void() Setup;
virtual void() Touch;
};
void item_food :: Touch ( void )
{
if ( other.classname != "Player" ) {
return;
}
if ( owner != __NULL__ ) {
env_beverage bevOwner = (env_beverage)owner;
bevOwner.m_iReady = TRUE;
}
solid = SOLID_NOT;
remove( this );
}
void item_food :: Setup ( void )
{
solid = SOLID_TRIGGER;
setsize( this, '-8 -8 -8', '8 8 8' );
touch = Touch;
if ( m_iIsCan ) {
sound( this, CHAN_ITEM, "weapons/g_bounce3.wav", 1.0f, ATTN_NORM );
}
}
void item_food :: item_food ( void )
{
// TODO: differentiate between item_sodacan and item_food
m_iIsCan = 1;
solid = SOLID_NOT;
movetype = MOVETYPE_TOSS;
if ( m_iIsCan ) {
setmodel( this, "models/can.mdl" );
}
setsize( this, '0 0 0', '0 0 0' );
think = Setup;
nextthink = time + 1.0f;
}
CLASSEXPORT( item_sodacan, item_food )