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410 lines
8.9 KiB
410 lines
8.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Ammo boxes for HL1
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//
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//=============================================================================//
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#include "cbase.h"
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#include "player.h"
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#include "gamerules.h"
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#include "items.h"
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#include "hl1_items.h"
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// ========================================================================
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// >> Crossbow bolts
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// ========================================================================
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#define AMMO_CROSSBOW_GIVE 5
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#define AMMO_CROSSBOW_MODEL "models/w_crossbow_clip.mdl"
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class CCrossbowAmmo : public CHL1Item
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{
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public:
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DECLARE_CLASS( CCrossbowAmmo, CHL1Item );
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void Spawn( void )
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{
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Precache();
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SetModel( AMMO_CROSSBOW_MODEL );
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BaseClass::Spawn();
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}
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void Precache( void )
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{
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PrecacheModel( AMMO_CROSSBOW_MODEL );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (pPlayer->GiveAmmo( AMMO_CROSSBOW_GIVE, "XBowBolt" ) )
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove( this );
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(ammo_crossbow, CCrossbowAmmo);
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PRECACHE_REGISTER(ammo_crossbow);
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// ========================================================================
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// >> Egon ammo
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// ========================================================================
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#define AMMO_EGON_GIVE 20
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#define AMMO_EGON_MODEL "models/w_chainammo.mdl"
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class CEgonAmmo : public CHL1Item
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{
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public:
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DECLARE_CLASS( CEgonAmmo, CHL1Item );
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void Spawn( void )
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{
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Precache();
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SetModel( AMMO_EGON_MODEL );
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BaseClass::Spawn();
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}
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void Precache( void )
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{
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PrecacheModel ( AMMO_EGON_MODEL );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (pPlayer->GiveAmmo( AMMO_EGON_GIVE, "Uranium" ) )
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove( this );
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(ammo_egonclip, CEgonAmmo);
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PRECACHE_REGISTER(ammo_egonclip);
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// ========================================================================
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// >> Gauss ammo
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// ========================================================================
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#define AMMO_GAUSS_GIVE 20
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#define AMMO_GAUSS_MODEL "models/w_gaussammo.mdl"
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class CGaussAmmo : public CHL1Item
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{
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public:
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DECLARE_CLASS( CGaussAmmo, CHL1Item );
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void Spawn( void )
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{
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Precache();
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SetModel( AMMO_GAUSS_MODEL );
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BaseClass::Spawn();
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}
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void Precache( void )
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{
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PrecacheModel ( AMMO_GAUSS_MODEL );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (pPlayer->GiveAmmo( AMMO_GAUSS_GIVE, "Uranium" ) )
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove( this );
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(ammo_gaussclip, CGaussAmmo);
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PRECACHE_REGISTER(ammo_gaussclip);
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// ========================================================================
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// >> Glock ammo
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// ========================================================================
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#define AMMO_GLOCK_GIVE 18
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#define AMMO_GLOCK_MODEL "models/w_9mmclip.mdl"
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class CGlockAmmo : public CHL1Item
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{
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public:
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DECLARE_CLASS( CGlockAmmo, CHL1Item );
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void Spawn( void )
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{
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Precache();
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SetModel( AMMO_GLOCK_MODEL );
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BaseClass::Spawn();
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}
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void Precache( void )
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{
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PrecacheModel ( AMMO_GLOCK_MODEL );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (pPlayer->GiveAmmo( AMMO_GLOCK_GIVE, "9mmRound" ) )
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove( this );
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(ammo_glockclip, CGlockAmmo);
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PRECACHE_REGISTER(ammo_glockclip);
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LINK_ENTITY_TO_CLASS(ammo_9mmclip, CGlockAmmo);
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PRECACHE_REGISTER(ammo_9mmclip);
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// ========================================================================
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// >> MP5 ammo
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// ========================================================================
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#define AMMO_MP5_GIVE 50
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#define AMMO_MP5_MODEL "models/w_9mmARclip.mdl"
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class CMP5AmmoClip : public CHL1Item
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{
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public:
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DECLARE_CLASS( CMP5AmmoClip, CHL1Item );
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void Spawn( void )
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{
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Precache();
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SetModel( AMMO_MP5_MODEL );
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BaseClass::Spawn();
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}
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void Precache( void )
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{
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PrecacheModel ( AMMO_MP5_MODEL );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (pPlayer->GiveAmmo( AMMO_MP5_GIVE, "9mmRound" ) )
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove( this );
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(ammo_mp5clip, CMP5AmmoClip);
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PRECACHE_REGISTER(ammo_mp5clip);
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LINK_ENTITY_TO_CLASS(ammo_9mmar, CMP5AmmoClip);
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PRECACHE_REGISTER(ammo_9mmar);
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// ========================================================================
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// >> MP5Chain (?) ammo
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// ========================================================================
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#define AMMO_MP5CHAIN_GIVE 200
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#define AMMO_MP5CHAIN_MODEL "models/w_chainammo.mdl"
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class CMP5Chainammo : public CHL1Item
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{
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public:
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DECLARE_CLASS( CMP5Chainammo, CHL1Item );
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void Spawn( void )
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{
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Precache();
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SetModel( AMMO_MP5CHAIN_MODEL );
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BaseClass::Spawn();
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}
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void Precache( void )
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{
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PrecacheModel ( AMMO_MP5CHAIN_MODEL );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (pPlayer->GiveAmmo( AMMO_MP5CHAIN_GIVE, "9mmRound" ) )
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove( this );
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(ammo_9mmbox, CMP5Chainammo);
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PRECACHE_REGISTER(ammo_9mmbox);
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// ========================================================================
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// >> MP5 grenades
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// ========================================================================
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#define AMMO_MP5GRENADE_GIVE 2
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#define AMMO_MP5GRENADE_MODEL "models/w_ARgrenade.mdl"
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class CMP5AmmoGrenade : public CHL1Item
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{
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public:
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DECLARE_CLASS( CMP5AmmoGrenade, CHL1Item );
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void Spawn( void )
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{
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Precache();
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SetModel( AMMO_MP5GRENADE_MODEL );
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BaseClass::Spawn();
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}
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void Precache( void )
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{
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PrecacheModel ( AMMO_MP5GRENADE_MODEL );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (pPlayer->GiveAmmo( AMMO_MP5GRENADE_GIVE, "MP5_Grenade" ) )
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove( this );
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(ammo_mp5grenades, CMP5AmmoGrenade);
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PRECACHE_REGISTER(ammo_mp5grenades);
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LINK_ENTITY_TO_CLASS(ammo_argrenades, CMP5AmmoGrenade);
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PRECACHE_REGISTER(ammo_argrenades);
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// ========================================================================
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// >> 357 ammo
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// ========================================================================
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#define AMMO_357_GIVE 6
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#define AMMO_357_MODEL "models/w_357ammobox.mdl"
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class CPythonAmmo : public CHL1Item
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{
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public:
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DECLARE_CLASS( CPythonAmmo, CHL1Item );
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void Spawn( void )
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{
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Precache();
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SetModel( AMMO_357_MODEL );
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BaseClass::Spawn();
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}
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void Precache( void )
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{
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PrecacheModel ( AMMO_357_MODEL );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (pPlayer->GiveAmmo( AMMO_357_GIVE, "357Round" ) )
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove( this );
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(ammo_357, CPythonAmmo);
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PRECACHE_REGISTER(ammo_357);
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// ========================================================================
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// >> RPG rockets
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// ========================================================================
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#define AMMO_RPG_GIVE 1
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#define AMMO_RPG_MODEL "models/w_rpgammo.mdl"
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class CRpgAmmo : public CHL1Item
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{
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public:
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DECLARE_CLASS( CRpgAmmo, CHL1Item );
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void Spawn( void )
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{
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Precache();
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SetModel( AMMO_RPG_MODEL );
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BaseClass::Spawn();
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}
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void Precache( void )
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{
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PrecacheModel ( AMMO_RPG_MODEL );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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int nGive;
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if ( g_pGameRules->IsMultiplayer() )
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{
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// hand out more ammo per rocket in multiplayer.
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nGive = AMMO_RPG_GIVE * 2;
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}
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else
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{
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nGive = AMMO_RPG_GIVE;
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}
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if (pPlayer->GiveAmmo( nGive, "RPG_Rocket" ) )
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove( this );
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(ammo_rpgclip, CRpgAmmo);
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PRECACHE_REGISTER(ammo_rpgclip);
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// ========================================================================
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// >> Shotgun ammo
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// ========================================================================
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#define AMMO_SHOTGUN_GIVE 12
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#define AMMO_SHOTGUN_MODEL "models/w_shotbox.mdl"
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class CShotgunAmmo : public CHL1Item
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{
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public:
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DECLARE_CLASS( CShotgunAmmo, CHL1Item );
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void Spawn( void )
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{
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Precache();
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SetModel( AMMO_SHOTGUN_MODEL );
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BaseClass::Spawn();
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}
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void Precache( void )
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{
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PrecacheModel ( AMMO_SHOTGUN_MODEL );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if (pPlayer->GiveAmmo( AMMO_SHOTGUN_GIVE, "Buckshot" ) )
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{
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_NO )
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{
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UTIL_Remove( this );
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}
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(ammo_buckshot, CShotgunAmmo);
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PRECACHE_REGISTER(ammo_buckshot);
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