Added item_suit and item_longjump... they do not do anything interesting yet. Decals: Added glass break decals upon impact Damage: Brush-entity radius damage should to work better now Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
70 lines
1.3 KiB
C++
70 lines
1.3 KiB
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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/* PICKUP ITEMS */
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class item_pickup:CBaseEntity
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{
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int id;
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void() item_pickup;
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virtual void() touch;
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virtual void(int i) setitem;
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virtual void() Respawn;
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};
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void item_pickup::touch(void)
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{
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if (other.classname == "player") {
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if (Weapons_IsPresent((player)other, id) == TRUE) {
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return;
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}
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sound(other, CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM);
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Weapons_AddItem((player)other, id);
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if (cvar("sv_playerslots") == 1) {
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remove(self);
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} else {
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Hide();
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think = Respawn;
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nextthink = time + 30.0f;
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}
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}
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}
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void item_pickup::setitem(int i)
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{
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id = i;
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m_oldModel = Weapons_GetWorldmodel(id);
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setmodel(this, m_oldModel);
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}
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void item_pickup::Respawn(void)
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{
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solid = SOLID_TRIGGER;
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movetype = MOVETYPE_TOSS;
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setorigin(this, m_oldOrigin);
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/* At some points, the item id might not yet be set */
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if (m_oldModel) {
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setmodel(this, m_oldModel);
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}
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setsize(this, [-24,-24,0], [24,24,48]);
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think = __NULL__;
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nextthink = -1;
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sound(this, CHAN_ITEM, "items/suitchargeok1.wav", 1, ATTN_NORM, 150);
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droptofloor();
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}
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void item_pickup::item_pickup(void)
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{
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precache_sound("items/suitchargeok1.wav");
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CBaseEntity::CBaseEntity();
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Respawn();
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}
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