Added orbituaries Added monetary rewards for objectives Fixed weapons not switching/drawing after buying new ones Added $16.000 salary cap Fixed func_breakables always starting with 100HP Fixed something about the doors Fixed the Buymenu Exit button trying to buy ammunition Fixed spawning behaviour between switching teams and modes Fixed VIPs being able to switch teams midsession Changed gamedir loading behaviour (attempts to read cstrike, then opencs)
102 lines
2.5 KiB
C
102 lines
2.5 KiB
C
/*
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OpenCS Project
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Copyright (C) 2015 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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=================
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func_hostage_rescue_touch
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=================
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*/
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void func_hostage_rescue_touch( void ) {
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if ( ( other.classname == "player" ) && ( other.team == TEAM_CT ) ) {
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other.fInHostageZone = TRUE; // Note: this will be cleared every frame inside SV_RunClientCommand
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} else if ( other.classname == "hostage_entity" ) {
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Radio_BroadcastMessage( RADIO_RESCUED );
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iHostagesRescued++;
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Money_AddMoney( other.eUser, 1000 );
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Money_QueTeamReward( TEAM_CT, 800 );
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if ( other.eTargetPoint != other.eUser ) {
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remove( other.eTargetPoint );
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}
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entity eOld = self;
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self = other;
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Entities_Remove();
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self = eOld;
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if ( iHostagesRescued >= iHostagesMax ) {
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// TODO: Broadcast_Print: All Hostages have been rescued!
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Rules_RoundOver( TEAM_CT, 0 );
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}
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}
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}
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/*
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=================
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SPAWN: func_hostage_rescue
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Entry function for the rescue area-markings.
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=================
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*/
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void func_hostage_rescue( void ) {
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_TRIGGER;
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if ( self.model ) {
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setmodel( self, self.model );
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} else {
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setsize( self, self.mins, self.maxs );
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}
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self.model = 0;
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self.touch = func_hostage_rescue_touch;
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iRescueZones++;
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}
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void info_hostage_rescue( void ) {
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self.mins = '-128 -128 -36';
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self.maxs = '128 128 36';
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func_hostage_rescue();
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}
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/*
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=================
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Game_CreateRescueZones
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Called by StartFrame if we somehow got no rescue zones
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=================
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*/
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void Game_CreateRescueZones( void ) {
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entity eFind = findchain( classname, "info_player_start" );
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while ( eFind ) {
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entity eRescueZone = spawn();
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setorigin( eRescueZone, eFind.origin );
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entity eOld = self;
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self = eRescueZone;
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info_hostage_rescue();
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self = eOld;
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eFind = eFind.chain;
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}
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}
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