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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The various ammo types for HL2
//
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "gamerules.h"
#include "items.h"
#include "ammodef.h"
#include "eventlist.h"
#include "npcevent.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//---------------------------------------------------------
// Applies ammo quantity scale.
//---------------------------------------------------------
int ITEM_GiveAmmo( CBasePlayer *pPlayer, float flCount, const char *pszAmmoName, bool bSuppressSound = false ) { int iAmmoType = GetAmmoDef()->Index(pszAmmoName); if (iAmmoType == -1) { Msg("ERROR: Attempting to give unknown ammo type (%s)\n",pszAmmoName); return 0; }
flCount *= g_pGameRules->GetAmmoQuantityScale(iAmmoType);
// Don't give out less than 1 of anything.
flCount = MAX( 1.0f, flCount );
return pPlayer->GiveAmmo( flCount, iAmmoType, bSuppressSound ); }
// ========================================================================
// >> BoxSRounds
// ========================================================================
class CItem_BoxSRounds : public CItem { public: DECLARE_CLASS( CItem_BoxSRounds, CItem );
void Spawn( void ) { Precache( ); SetModel( "models/items/boxsrounds.mdl" ); BaseClass::Spawn( ); } void Precache( void ) { PrecacheModel ("models/items/boxsrounds.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_PISTOL, "Pistol")) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); }
return true; } return false; } }; LINK_ENTITY_TO_CLASS(item_box_srounds, CItem_BoxSRounds); LINK_ENTITY_TO_CLASS(item_ammo_pistol, CItem_BoxSRounds);
// ========================================================================
// >> LargeBoxSRounds
// ========================================================================
class CItem_LargeBoxSRounds : public CItem { public: DECLARE_CLASS( CItem_LargeBoxSRounds, CItem );
void Spawn( void ) { Precache( ); SetModel( "models/items/boxsrounds.mdl" ); BaseClass::Spawn( ); } void Precache( void ) { PrecacheModel ("models/items/boxsrounds.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_PISTOL_LARGE, "Pistol")) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); } return true; } return false; } }; LINK_ENTITY_TO_CLASS(item_large_box_srounds, CItem_LargeBoxSRounds); LINK_ENTITY_TO_CLASS(item_ammo_pistol_large, CItem_LargeBoxSRounds);
// ========================================================================
// >> BoxMRounds
// ========================================================================
class CItem_BoxMRounds : public CItem { public: DECLARE_CLASS( CItem_BoxMRounds, CItem );
void Spawn( void ) { Precache( ); SetModel( "models/items/boxmrounds.mdl"); BaseClass::Spawn( ); } void Precache( void ) { PrecacheModel ("models/items/boxmrounds.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_SMG1, "SMG1")) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); } return true; } return false; } }; LINK_ENTITY_TO_CLASS(item_box_mrounds, CItem_BoxMRounds); LINK_ENTITY_TO_CLASS(item_ammo_smg1, CItem_BoxMRounds);
// ========================================================================
// >> LargeBoxMRounds
// ========================================================================
class CItem_LargeBoxMRounds : public CItem { public: DECLARE_CLASS( CItem_LargeBoxMRounds, CItem );
void Spawn( void ) { Precache( ); SetModel( "models/items/boxmrounds.mdl"); BaseClass::Spawn( ); } void Precache( void ) { PrecacheModel ("models/items/boxmrounds.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_SMG1_LARGE, "SMG1")) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); } return true; } return false; } }; LINK_ENTITY_TO_CLASS(item_large_box_mrounds, CItem_LargeBoxMRounds); LINK_ENTITY_TO_CLASS(item_ammo_smg1_large, CItem_LargeBoxMRounds);
// ========================================================================
// >> BoxLRounds
// ========================================================================
class CItem_BoxLRounds : public CItem { public: DECLARE_CLASS( CItem_BoxLRounds, CItem );
void Spawn( void ) { Precache( ); SetModel( "models/items/combine_rifle_cartridge01.mdl"); BaseClass::Spawn( ); } void Precache( void ) { PrecacheModel ("models/items/combine_rifle_cartridge01.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_AR2, "AR2")) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); } return true; } return false; } }; LINK_ENTITY_TO_CLASS(item_box_lrounds, CItem_BoxLRounds); LINK_ENTITY_TO_CLASS(item_ammo_ar2, CItem_BoxLRounds);
// ========================================================================
// >> LargeBoxLRounds
// ========================================================================
class CItem_LargeBoxLRounds : public CItem { public: DECLARE_CLASS( CItem_LargeBoxLRounds, CItem );
void Spawn( void ) { Precache( ); SetModel( "models/items/combine_rifle_cartridge01.mdl"); BaseClass::Spawn( ); } void Precache( void ) { PrecacheModel ("models/items/combine_rifle_cartridge01.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_AR2_LARGE, "AR2")) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); } return true; } return false; } }; LINK_ENTITY_TO_CLASS(item_large_box_lrounds, CItem_LargeBoxLRounds); LINK_ENTITY_TO_CLASS(item_ammo_ar2_large, CItem_LargeBoxLRounds);
// ========================================================================
// >> CItem_Box357Rounds
// ========================================================================
class CItem_Box357Rounds : public CItem { public: DECLARE_CLASS( CItem_Box357Rounds, CItem );
void Precache( void ) { PrecacheModel ("models/items/357ammo.mdl"); } void Spawn( void ) { Precache( ); SetModel( "models/items/357ammo.mdl"); BaseClass::Spawn( ); }
bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_357, "357")) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); } return true; } return false; } }; LINK_ENTITY_TO_CLASS(item_ammo_357, CItem_Box357Rounds);
// ========================================================================
// >> CItem_LargeBox357Rounds
// ========================================================================
class CItem_LargeBox357Rounds : public CItem { public: DECLARE_CLASS( CItem_LargeBox357Rounds, CItem );
void Precache( void ) { PrecacheModel ("models/items/357ammobox.mdl"); } void Spawn( void ) { Precache( ); SetModel( "models/items/357ammobox.mdl"); BaseClass::Spawn( ); }
bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_357_LARGE, "357")) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); } return true; } return false; } }; LINK_ENTITY_TO_CLASS(item_ammo_357_large, CItem_LargeBox357Rounds);
// ========================================================================
// >> CItem_BoxXBowRounds
// ========================================================================
class CItem_BoxXBowRounds : public CItem { public: DECLARE_CLASS( CItem_BoxXBowRounds, CItem );
void Precache( void ) { PrecacheModel ("models/items/crossbowrounds.mdl"); }
void Spawn( void ) { Precache( ); SetModel( "models/items/crossbowrounds.mdl"); BaseClass::Spawn( ); }
bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_CROSSBOW, "XBowBolt" )) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); } return true; } return false; } }; LINK_ENTITY_TO_CLASS(item_ammo_crossbow, CItem_BoxXBowRounds);
// ========================================================================
// >> FlareRound
// ========================================================================
class CItem_FlareRound : public CItem { public: DECLARE_CLASS( CItem_FlareRound, CItem );
void Spawn( void ) { Precache( ); SetModel( "models/items/flare.mdl"); BaseClass::Spawn( ); } void Precache( void ) { PrecacheModel ("models/items/flare.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, 1, "FlareRound")) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); } return true; } return false; } }; LINK_ENTITY_TO_CLASS(item_flare_round, CItem_FlareRound);
// ========================================================================
// >> BoxFlareRounds
// ========================================================================
#define SIZE_BOX_FLARE_ROUNDS 5
class CItem_BoxFlareRounds : public CItem { public: DECLARE_CLASS( CItem_BoxFlareRounds, CItem );
void Spawn( void ) { Precache( ); SetModel( "models/items/boxflares.mdl"); BaseClass::Spawn( ); } void Precache( void ) { PrecacheModel ("models/items/boxflares.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, SIZE_BOX_FLARE_ROUNDS, "FlareRound")) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); } return true; } return false; } }; LINK_ENTITY_TO_CLASS(item_box_flare_rounds, CItem_BoxFlareRounds);
// ========================================================================
// RPG Round
// ========================================================================
class CItem_RPG_Round : public CItem { public: DECLARE_CLASS( CItem_RPG_Round, CItem );
void Spawn( void ) { Precache( ); SetModel( "models/weapons/w_missile_closed.mdl"); BaseClass::Spawn( ); } void Precache( void ) { PrecacheModel ("models/weapons/w_missile_closed.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_RPG_ROUND, "RPG_Round")) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); } return true; } return false; } }; LINK_ENTITY_TO_CLASS( item_ml_grenade, CItem_RPG_Round ); LINK_ENTITY_TO_CLASS( item_rpg_round, CItem_RPG_Round );
// ========================================================================
// >> AR2_Grenade
// ========================================================================
class CItem_AR2_Grenade : public CItem { public: DECLARE_CLASS( CItem_AR2_Grenade, CItem );
void Spawn( void ) { Precache( ); SetModel( "models/items/ar2_grenade.mdl"); BaseClass::Spawn( ); } void Precache( void ) { PrecacheModel ("models/items/ar2_grenade.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_SMG1_GRENADE, "SMG1_Grenade")) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); } return true; } return false; } }; LINK_ENTITY_TO_CLASS(item_ar2_grenade, CItem_AR2_Grenade); LINK_ENTITY_TO_CLASS(item_ammo_smg1_grenade, CItem_AR2_Grenade);
// ========================================================================
// >> BoxSniperRounds
// ========================================================================
#define SIZE_BOX_SNIPER_ROUNDS 10
class CItem_BoxSniperRounds : public CItem { public: DECLARE_CLASS( CItem_BoxSniperRounds, CItem );
void Spawn( void ) { Precache( ); SetModel( "models/items/boxsniperrounds.mdl"); BaseClass::Spawn( ); } void Precache( void ) { PrecacheModel ("models/items/boxsniperrounds.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, SIZE_BOX_SNIPER_ROUNDS, "SniperRound")) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); } return true; } return false; } }; LINK_ENTITY_TO_CLASS(item_box_sniper_rounds, CItem_BoxSniperRounds);
// ========================================================================
// >> BoxBuckshot
// ========================================================================
class CItem_BoxBuckshot : public CItem { public: DECLARE_CLASS( CItem_BoxBuckshot, CItem );
void Spawn( void ) { Precache( ); SetModel( "models/items/boxbuckshot.mdl"); BaseClass::Spawn( ); } void Precache( void ) { PrecacheModel ("models/items/boxbuckshot.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_BUCKSHOT, "Buckshot")) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); } return true; } return false; } }; LINK_ENTITY_TO_CLASS(item_box_buckshot, CItem_BoxBuckshot);
// ========================================================================
// >> CItem_AR2AltFireRound
// ========================================================================
class CItem_AR2AltFireRound : public CItem { public: DECLARE_CLASS( CItem_AR2AltFireRound, CItem );
void Precache( void ) { PrecacheParticleSystem( "combineball" ); PrecacheModel ("models/items/combine_rifle_ammo01.mdl"); }
void Spawn( void ) { Precache( ); SetModel( "models/items/combine_rifle_ammo01.mdl"); BaseClass::Spawn( ); }
bool MyTouch( CBasePlayer *pPlayer ) { if (ITEM_GiveAmmo( pPlayer, SIZE_AMMO_AR2_ALTFIRE, "AR2AltFire" ) ) { if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO ) { UTIL_Remove(this); } return true; } return false; } };
LINK_ENTITY_TO_CLASS( item_ammo_ar2_altfire, CItem_AR2AltFireRound );
// ==================================================================
// Ammo crate which will supply infinite ammo of the specified type
// ==================================================================
// Ammo types
enum { AMMOCRATE_SMALL_ROUNDS, AMMOCRATE_MEDIUM_ROUNDS, AMMOCRATE_LARGE_ROUNDS, AMMOCRATE_RPG_ROUNDS, AMMOCRATE_BUCKSHOT, AMMOCRATE_GRENADES, AMMOCRATE_357, AMMOCRATE_CROSSBOW, AMMOCRATE_AR2_ALTFIRE, AMMOCRATE_SMG_ALTFIRE, NUM_AMMO_CRATE_TYPES, };
// Ammo crate
class CItem_AmmoCrate : public CBaseAnimating { public: DECLARE_CLASS( CItem_AmmoCrate, CBaseAnimating );
void Spawn( void ); void Precache( void ); bool CreateVPhysics( void );
virtual void HandleAnimEvent( animevent_t *pEvent );
void SetupCrate( void ); void OnRestore( void );
//FIXME: May not want to have this used in a radius
int ObjectCaps( void ) { return (BaseClass::ObjectCaps() | (FCAP_IMPULSE_USE|FCAP_USE_IN_RADIUS)); }; void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void InputKill( inputdata_t &data ); void CrateThink( void ); virtual int OnTakeDamage( const CTakeDamageInfo &info );
protected:
int m_nAmmoType; int m_nAmmoIndex;
static const char *m_lpzModelNames[NUM_AMMO_CRATE_TYPES]; static const char *m_lpzAmmoNames[NUM_AMMO_CRATE_TYPES]; static int m_nAmmoAmounts[NUM_AMMO_CRATE_TYPES]; static const char *m_pGiveWeapon[NUM_AMMO_CRATE_TYPES];
float m_flCloseTime; COutputEvent m_OnUsed; CHandle< CBasePlayer > m_hActivator;
DECLARE_DATADESC(); };
LINK_ENTITY_TO_CLASS( item_ammo_crate, CItem_AmmoCrate );
BEGIN_DATADESC( CItem_AmmoCrate )
DEFINE_KEYFIELD( m_nAmmoType, FIELD_INTEGER, "AmmoType" ),
DEFINE_FIELD( m_flCloseTime, FIELD_FLOAT ), DEFINE_FIELD( m_hActivator, FIELD_EHANDLE ),
// These can be recreated
//DEFINE_FIELD( m_nAmmoIndex, FIELD_INTEGER ),
//DEFINE_FIELD( m_lpzModelNames, FIELD_ ),
//DEFINE_FIELD( m_lpzAmmoNames, FIELD_ ),
//DEFINE_FIELD( m_nAmmoAmounts, FIELD_INTEGER ),
DEFINE_OUTPUT( m_OnUsed, "OnUsed" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Kill", InputKill ),
DEFINE_THINKFUNC( CrateThink ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Animation events.
//-----------------------------------------------------------------------------
// Models names
const char *CItem_AmmoCrate::m_lpzModelNames[NUM_AMMO_CRATE_TYPES] = { "models/items/ammocrate_pistol.mdl", // Small rounds
"models/items/ammocrate_smg1.mdl", // Medium rounds
"models/items/ammocrate_ar2.mdl", // Large rounds
"models/items/ammocrate_rockets.mdl", // RPG rounds
"models/items/ammocrate_buckshot.mdl", // Buckshot
"models/items/ammocrate_grenade.mdl", // Grenades
"models/items/ammocrate_smg1.mdl", // 357
"models/items/ammocrate_smg1.mdl", // Crossbow
//FIXME: This model is incorrect!
"models/items/ammocrate_ar2.mdl", // Combine Ball
"models/items/ammocrate_smg2.mdl", // smg grenade
};
// Ammo type names
const char *CItem_AmmoCrate::m_lpzAmmoNames[NUM_AMMO_CRATE_TYPES] = { "Pistol", "SMG1", "AR2", "RPG_Round", "Buckshot", "Grenade", "357", "XBowBolt", "AR2AltFire", "SMG1_Grenade", };
// Ammo amount given per +use
int CItem_AmmoCrate::m_nAmmoAmounts[NUM_AMMO_CRATE_TYPES] = { 300, // Pistol
300, // SMG1
300, // AR2
3, // RPG rounds
120, // Buckshot
5, // Grenades
50, // 357
50, // Crossbow
3, // AR2 alt-fire
5, };
const char *CItem_AmmoCrate::m_pGiveWeapon[NUM_AMMO_CRATE_TYPES] = { NULL, // Pistol
NULL, // SMG1
NULL, // AR2
NULL, // RPG rounds
NULL, // Buckshot
"weapon_frag", // Grenades
NULL, // 357
NULL, // Crossbow
NULL, // AR2 alt-fire
NULL, // SMG alt-fire
};
#define AMMO_CRATE_CLOSE_DELAY 1.5f
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItem_AmmoCrate::Spawn( void ) { Precache();
BaseClass::Spawn();
SetModel( STRING( GetModelName() ) ); SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_VPHYSICS ); CreateVPhysics();
ResetSequence( LookupSequence( "Idle" ) ); SetBodygroup( 1, true );
m_flCloseTime = gpGlobals->curtime; m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 0.0; SetCycle( 0 );
m_takedamage = DAMAGE_EVENTS_ONLY;
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
bool CItem_AmmoCrate::CreateVPhysics( void ) { return ( VPhysicsInitStatic() != NULL ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItem_AmmoCrate::Precache( void ) { SetupCrate(); PrecacheModel( STRING( GetModelName() ) );
PrecacheScriptSound( "AmmoCrate.Open" ); PrecacheScriptSound( "AmmoCrate.Close" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItem_AmmoCrate::SetupCrate( void ) { SetModelName( AllocPooledString( m_lpzModelNames[m_nAmmoType] ) ); m_nAmmoIndex = GetAmmoDef()->Index( m_lpzAmmoNames[m_nAmmoType] ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItem_AmmoCrate::OnRestore( void ) { BaseClass::OnRestore();
// Restore our internal state
SetupCrate(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pActivator -
// *pCaller -
// useType -
// value -
//-----------------------------------------------------------------------------
void CItem_AmmoCrate::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBasePlayer *pPlayer = ToBasePlayer( pActivator );
if ( pPlayer == NULL ) return;
m_OnUsed.FireOutput( pActivator, this );
int iSequence = LookupSequence( "Open" );
// See if we're not opening already
if ( GetSequence() != iSequence ) { Vector mins, maxs; trace_t tr;
CollisionProp()->WorldSpaceAABB( &mins, &maxs );
Vector vOrigin = GetAbsOrigin(); vOrigin.z += ( maxs.z - mins.z ); mins = (mins - GetAbsOrigin()) * 0.2f; maxs = (maxs - GetAbsOrigin()) * 0.2f; mins.z = ( GetAbsOrigin().z - vOrigin.z ); UTIL_TraceHull( vOrigin, vOrigin, mins, maxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.startsolid || tr.allsolid ) return; m_hActivator = pPlayer;
// Animate!
ResetSequence( iSequence );
// Make sound
CPASAttenuationFilter sndFilter( this, "AmmoCrate.Open" ); EmitSound( sndFilter, entindex(), "AmmoCrate.Open" );
// Start thinking to make it return
SetThink( &CItem_AmmoCrate::CrateThink ); SetNextThink( gpGlobals->curtime + 0.1f ); }
// Don't close again for two seconds
m_flCloseTime = gpGlobals->curtime + AMMO_CRATE_CLOSE_DELAY; }
//-----------------------------------------------------------------------------
// Purpose: allows the crate to open up when hit by a crowbar
//-----------------------------------------------------------------------------
int CItem_AmmoCrate::OnTakeDamage( const CTakeDamageInfo &info ) { // if it's the player hitting us with a crowbar, open up
CBasePlayer *player = ToBasePlayer(info.GetAttacker()); if (player) { CBaseCombatWeapon *weapon = player->GetActiveWeapon();
if (weapon && !stricmp(weapon->GetName(), "weapon_crowbar")) { // play the normal use sound
player->EmitSound( "HL2Player.Use" ); // open the crate
Use(info.GetAttacker(), info.GetAttacker(), USE_TOGGLE, 0.0f); } }
// don't actually take any damage
return 0; }
//-----------------------------------------------------------------------------
// Purpose: Catches the monster-specific messages that occur when tagged
// animation frames are played.
// Input : *pEvent -
//-----------------------------------------------------------------------------
void CItem_AmmoCrate::HandleAnimEvent( animevent_t *pEvent ) { if ( pEvent->event == AE_AMMOCRATE_PICKUP_AMMO ) { if ( m_hActivator ) { if ( m_pGiveWeapon[m_nAmmoType] && !m_hActivator->Weapon_OwnsThisType( m_pGiveWeapon[m_nAmmoType] ) ) { CBaseEntity *pEntity = CreateEntityByName( m_pGiveWeapon[m_nAmmoType] ); CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>(pEntity); if ( pWeapon ) { pWeapon->SetAbsOrigin( m_hActivator->GetAbsOrigin() ); pWeapon->m_iPrimaryAmmoType = 0; pWeapon->m_iSecondaryAmmoType = 0; pWeapon->Spawn(); if ( !m_hActivator->BumpWeapon( pWeapon ) ) { UTIL_Remove( pEntity ); } else { SetBodygroup( 1, false ); } } }
if ( m_hActivator->GiveAmmo( m_nAmmoAmounts[m_nAmmoType], m_nAmmoIndex ) != 0 ) { SetBodygroup( 1, false ); } m_hActivator = NULL; } return; }
BaseClass::HandleAnimEvent( pEvent ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItem_AmmoCrate::CrateThink( void ) { StudioFrameAdvance(); DispatchAnimEvents( this );
SetNextThink( gpGlobals->curtime + 0.1f );
// Start closing if we're not already
if ( GetSequence() != LookupSequence( "Close" ) ) { // Not ready to close?
if ( m_flCloseTime <= gpGlobals->curtime ) { m_hActivator = NULL;
ResetSequence( LookupSequence( "Close" ) ); } } else { // See if we're fully closed
if ( IsSequenceFinished() ) { // Stop thinking
SetThink( NULL ); CPASAttenuationFilter sndFilter( this, "AmmoCrate.Close" ); EmitSound( sndFilter, entindex(), "AmmoCrate.Close" );
// FIXME: We're resetting the sequence here
// but setting Think to NULL will cause this to never have
// StudioFrameAdvance called. What are the consequences of that?
ResetSequence( LookupSequence( "Idle" ) ); SetBodygroup( 1, true ); } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CItem_AmmoCrate::InputKill( inputdata_t &data ) { UTIL_Remove( this ); }
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