Added weapon dropping ( and cmd 'drop', fixes #8 ) Tweaked the buy and team menus layout wise Implemented Auto-Assign function in the GUI menu Fixed a logic bug with Weapon_GiveAmmo
117 lines
2.8 KiB
C
117 lines
2.8 KiB
C
/*
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OpenCS Project
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Copyright (C) 2016, 2017 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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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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EQUIPMENT_FLASHBANG,
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EQUIPMENT_HEGRENADE,
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EQUIPMENT_KEVLAR,
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EQUIPMENT_HELMET,
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EQUIPMENT_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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.float item;
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.float count;
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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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if ( iArmouryItems[ eOld.item ] < 32 ) {
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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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}
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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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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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