181 lines
3.8 KiB
C++
Executable file
181 lines
3.8 KiB
C++
Executable file
/***
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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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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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class armoury_entity:CBaseEntity
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{
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int m_iCount;
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int m_iLeft;
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int m_iItem;
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void() armoury_entity;
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virtual void() touch;
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virtual void() Respawn;
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};
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int amoury_entity_pickup(armoury_entity item, entity player)
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{
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entity eOld = self;
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self = player;
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// Only MP5 til PARA
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if (item.m_iItem < 14) {
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if (Weapon_SlotEmpty(Weapon_GetSlot(iArmouryItems[item.m_iItem]))) {
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Weapon_AddItem(iArmouryItems[item.m_iItem]);
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Weapon_Draw(iArmouryItems[item.m_iItem]);
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} else {
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self = eOld;
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return FALSE;
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}
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} else {
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// Equipment
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if (iArmouryItems[item.m_iItem] == 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 FALSE;
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}
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} else if (iArmouryItems[item.m_iItem] == 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 FALSE;
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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[item.m_iItem] == 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[item.m_iItem] == 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[item.m_iItem] == 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 FALSE;
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}
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}
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}
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self = eOld;
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return TRUE;
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}
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void armoury_entity::touch(void)
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{
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if (other.classname != "player") {
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return;
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}
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if (amoury_entity_pickup(this, other)) {
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m_iLeft--;
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if (m_iLeft <= 0) {
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Hide();
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}
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}
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}
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void armoury_entity::Respawn(void)
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{
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CBaseEntity::Respawn();
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solid = SOLID_TRIGGER;
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m_iLeft = m_iCount;
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droptofloor();
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}
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void armoury_entity::armoury_entity(void)
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{
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if (autocvar_fcs_nopickups == TRUE) {
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remove(this);
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return;
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}
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for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
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switch (argv(i)) {
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case "count":
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m_iCount = stoi(argv(i + 1));
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break;
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case "item":
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m_iItem = stoi(argv(i + 1));
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break;
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default:
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break;
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}
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}
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model = sArmouryModels[m_iItem];
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CBaseEntity::CBaseEntity();
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precache_model(m_oldModel);
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setmodel(this, m_oldModel);
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setsize(this, [-16,-16,0], [16,16,16]);
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armoury_entity::Respawn();
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}
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