nuclide/Source/Shared/Equipment.c
Marco Hladik 3d219d7fdb Wiping all corpses after a round ends now
Fixed the EscapeZone ent I never commited properly
C4 Bombs now trigger the c4 target spots
Some more messages for equipment/weapon buying
Some more Rule tweaks that could cause issues with dead people buying guns via future binds
Hit locational damage now applied properly, derp
2017-01-10 16:45:41 +01:00

89 lines
2.8 KiB
C

/*
OpenCS Project
Copyright (C) 2016, 2017 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
equipmentinfo_t eqptTable [ CS_EQUIPMENT_COUNT ] = {
{ EQUIPMENT_KEVLAR, 650 },
{ EQUIPMENT_HELMET, 1000 },
{ EQUIPMENT_FLASHBANG, 300 },
{ EQUIPMENT_HEGRENADE, 300 },
{ EQUIPMENT_SMOKEGRENADE, 300 },
{ EQUIPMENT_DEFUSALKIT, 200 },
{ EQUIPMENT_NIGHTVISION, 1250 },
};
#ifdef SSQC
void CSEv_PlayerBuyEquipment_f( float fID ) {
if ( Rules_BuyingPossible() == FALSE ) {
return;
}
if ( ( self.fMoney - eqptTable[ fID ].iPrice ) >= 0 ) {
if ( eqptTable[ fID ].iID == EQUIPMENT_KEVLAR ) {
if ( self.armor == 100 ) {
// You already own kevlar etc.
centerprint( self, "You already have kevlar!" );
} else {
self.armor = 100;
Money_AddMoney( self, -650 );
}
sound( self, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_IDLE );
self.fAttackFinished = time + 1.0;
return;
} else if ( eqptTable[ fID ].iID == EQUIPMENT_HELMET ) {
if ( self.armor == 100 ) {
if ( self.iEquipment & EQUIPMENT_HELMET ) {
// You already have full kevlar and a helmet
centerprint( self, "You already have kevlar and a helmet!" );
} else {
// You have full kevlar, but no helmet
Money_AddMoney( self, -350 );
sound( self, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_IDLE );
centerprint( self, "You already have some kevlar,\nand now you've bought a helmet!" );
}
} else {
if ( self.iEquipment & EQUIPMENT_HELMET ) {
// Only get kevlar
self.armor = 100;
Money_AddMoney( self, -650 );
sound( self, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_IDLE );
centerprint( self, "You already have a helmet,\nand now you're bought some kevlar!" );
} else {
// Get both
self.armor = 100;
self.iEquipment = self.iEquipment | EQUIPMENT_HELMET;
Money_AddMoney( self, -1000 );
sound( self, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_IDLE );
}
}
self.fAttackFinished = time + 1.0;
return;
}
Money_AddMoney( self, -eqptTable[ fID ].iPrice );
self.iEquipment = self.iEquipment | ( eqptTable[ fID ].iID );
} else {
centerprint( self, "You have insufficient funds!" );
}
self.fAttackFinished = time + 1.0;
}
#endif