|
|
|
/***
|
|
|
|
*
|
|
|
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
|
|
|
*
|
|
|
|
* This product contains software technology licensed from Id
|
|
|
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
|
|
|
* All Rights Reserved.
|
|
|
|
*
|
|
|
|
* Use, distribution, and modification of this source code and/or resulting
|
|
|
|
* object code is restricted to non-commercial enhancements to products from
|
|
|
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
|
|
|
* without written permission from Valve LLC.
|
|
|
|
*
|
|
|
|
****/
|
|
|
|
/*
|
|
|
|
|
|
|
|
===== items.cpp ========================================================
|
|
|
|
|
|
|
|
functions governing the selection/use of weapons for players
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
#include "extdll.h"
|
|
|
|
#include "util.h"
|
|
|
|
#include "cbase.h"
|
|
|
|
#include "weapons.h"
|
|
|
|
#include "player.h"
|
|
|
|
#include "skill.h"
|
|
|
|
#include "items.h"
|
|
|
|
#include "gamerules.h"
|
|
|
|
|
|
|
|
extern int gmsgItemPickup;
|
|
|
|
|
|
|
|
class CWorldItem : public CBaseEntity
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void KeyValue( KeyValueData *pkvd );
|
|
|
|
void Spawn( void );
|
|
|
|
int m_iType;
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( world_items, CWorldItem )
|
|
|
|
|
|
|
|
void CWorldItem::KeyValue( KeyValueData *pkvd )
|
|
|
|
{
|
|
|
|
if( FStrEq( pkvd->szKeyName, "type" ) )
|
|
|
|
{
|
|
|
|
m_iType = atoi( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
CBaseEntity::KeyValue( pkvd );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CWorldItem::Spawn( void )
|
|
|
|
{
|
|
|
|
CBaseEntity *pEntity = NULL;
|
|
|
|
|
|
|
|
switch( m_iType )
|
|
|
|
{
|
|
|
|
case 44: // ITEM_BATTERY:
|
|
|
|
pEntity = CBaseEntity::Create( "item_battery", pev->origin, pev->angles );
|
|
|
|
break;
|
|
|
|
case 42: // ITEM_ANTIDOTE:
|
|
|
|
pEntity = CBaseEntity::Create( "item_antidote", pev->origin, pev->angles );
|
|
|
|
break;
|
|
|
|
case 43: // ITEM_SECURITY:
|
|
|
|
pEntity = CBaseEntity::Create( "item_security", pev->origin, pev->angles );
|
|
|
|
break;
|
|
|
|
case 45: // ITEM_SUIT:
|
|
|
|
pEntity = CBaseEntity::Create( "item_suit", pev->origin, pev->angles );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !pEntity )
|
|
|
|
{
|
|
|
|
ALERT( at_console, "unable to create world_item %d\n", m_iType );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pEntity->pev->target = pev->target;
|
|
|
|
pEntity->pev->targetname = pev->targetname;
|
|
|
|
pEntity->pev->spawnflags = pev->spawnflags;
|
|
|
|
}
|
|
|
|
|
|
|
|
REMOVE_ENTITY( edict() );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CItem::Spawn( void )
|
|
|
|
{
|
|
|
|
pev->movetype = MOVETYPE_TOSS;
|
|
|
|
pev->solid = SOLID_TRIGGER;
|
|
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 16 ) );
|
|
|
|
SetTouch( &CItem::ItemTouch );
|
|
|
|
|
|
|
|
if( DROP_TO_FLOOR(ENT( pev ) ) == 0 )
|
|
|
|
{
|
|
|
|
ALERT(at_error, "Item %s fell out of level at %f,%f,%f\n", STRING( pev->classname ), pev->origin.x, pev->origin.y, pev->origin.z);
|
|
|
|
UTIL_Remove( this );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
extern int gEvilImpulse101;
|
|
|
|
|
|
|
|
void CItem::ItemTouch( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
// if it's not a player, ignore
|
|
|
|
if( !pOther->IsPlayer() )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
|
|
|
|
|
|
|
|
// ok, a player is touching this item, but can he have it?
|
|
|
|
if( !g_pGameRules->CanHaveItem( pPlayer, this ) )
|
|
|
|
{
|
|
|
|
// no? Ignore the touch.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( MyTouch( pPlayer ) )
|
|
|
|
{
|
|
|
|
SUB_UseTargets( pOther, USE_TOGGLE, 0 );
|
|
|
|
SetTouch( NULL );
|
|
|
|
|
|
|
|
// player grabbed the item.
|
|
|
|
g_pGameRules->PlayerGotItem( pPlayer, this );
|
|
|
|
if( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_YES )
|
|
|
|
{
|
|
|
|
Respawn();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
UTIL_Remove( this );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( gEvilImpulse101 )
|
|
|
|
{
|
|
|
|
UTIL_Remove( this );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CBaseEntity* CItem::Respawn( void )
|
|
|
|
{
|
|
|
|
SetTouch( NULL );
|
|
|
|
pev->effects |= EF_NODRAW;
|
|
|
|
|
|
|
|
UTIL_SetOrigin( pev, g_pGameRules->VecItemRespawnSpot( this ) );// blip to whereever you should respawn.
|
|
|
|
|
|
|
|
SetThink( &CItem::Materialize );
|
|
|
|
pev->nextthink = g_pGameRules->FlItemRespawnTime( this );
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CItem::Materialize( void )
|
|
|
|
{
|
|
|
|
if( pev->effects & EF_NODRAW )
|
|
|
|
{
|
|
|
|
// changing from invisible state to visible.
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 );
|
|
|
|
pev->effects &= ~EF_NODRAW;
|
|
|
|
pev->effects |= EF_MUZZLEFLASH;
|
|
|
|
}
|
|
|
|
|
|
|
|
SetTouch( &CItem::ItemTouch );
|
|
|
|
SetThink( NULL );
|
|
|
|
}
|
|
|
|
|
|
|
|
#define SF_SUIT_SHORTLOGON 0x0001
|
|
|
|
extern int g_iStartSuit;
|
|
|
|
class CItemSuit : public CItem
|
|
|
|
{
|
|
|
|
void Spawn( void )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SET_MODEL( ENT( pev ), "models/w_suit.mdl" );
|
|
|
|
CItem::Spawn();
|
|
|
|
}
|
|
|
|
void Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/w_suit.mdl" );
|
|
|
|
}
|
|
|
|
BOOL MyTouch( CBasePlayer *pPlayer )
|
|
|
|
{
|
|
|
|
if( pPlayer->pev->weapons & ( 1<<WEAPON_SUIT ) )
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
if( !g_iStartSuit )
|
|
|
|
{
|
|
|
|
if( pev->spawnflags & SF_SUIT_SHORTLOGON )
|
|
|
|
EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_A0" ); // short version of suit logon,
|
|
|
|
else
|
|
|
|
EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_AAx" ); // long version of suit logon
|
|
|
|
}
|
|
|
|
|
|
|
|
pPlayer->pev->weapons |= ( 1 << WEAPON_SUIT );
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( item_suit, CItemSuit )
|
|
|
|
|
|
|
|
class CItemBattery : public CItem
|
|
|
|
{
|
|
|
|
void Spawn( void )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SET_MODEL( ENT( pev ), "models/w_battery.mdl" );
|
|
|
|
CItem::Spawn();
|
|
|
|
}
|
|
|
|
void Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/w_battery.mdl" );
|
|
|
|
PRECACHE_SOUND( "items/gunpickup2.wav" );
|
|
|
|
}
|
|
|
|
BOOL MyTouch( CBasePlayer *pPlayer )
|
|
|
|
{
|
|
|
|
if( pPlayer->pev->deadflag != DEAD_NO )
|
|
|
|
{
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( ( pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY ) &&
|
|
|
|
( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) )
|
|
|
|
{
|
|
|
|
int pct;
|
|
|
|
char szcharge[64];
|
|
|
|
|
|
|
|
pPlayer->pev->armorvalue += gSkillData.batteryCapacity;
|
|
|
|
pPlayer->pev->armorvalue = Q_min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY );
|
|
|
|
|
|
|
|
EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
|
|
|
|
|
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
|
|
|
|
WRITE_STRING( STRING( pev->classname ) );
|
|
|
|
MESSAGE_END();
|
|
|
|
|
|
|
|
// Suit reports new power level
|
|
|
|
// For some reason this wasn't working in release build -- round it.
|
|
|
|
pct = (int)( (float)( pPlayer->pev->armorvalue * 100.0 ) * ( 1.0 / MAX_NORMAL_BATTERY ) + 0.5 );
|
|
|
|
pct = ( pct / 5 );
|
|
|
|
if( pct > 0 )
|
|
|
|
pct--;
|
|
|
|
|
|
|
|
sprintf( szcharge,"!HEV_%1dP", pct );
|
|
|
|
|
|
|
|
//EMIT_SOUND_SUIT( ENT( pev ), szcharge );
|
|
|
|
pPlayer->SetSuitUpdate( szcharge, FALSE, SUIT_NEXT_IN_30SEC);
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( item_battery, CItemBattery )
|
|
|
|
|
|
|
|
class CItemAntidote : public CItem
|
|
|
|
{
|
|
|
|
void Spawn( void )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SET_MODEL( ENT( pev ), "models/w_antidote.mdl" );
|
|
|
|
CItem::Spawn();
|
|
|
|
}
|
|
|
|
void Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/w_antidote.mdl" );
|
|
|
|
}
|
|
|
|
BOOL MyTouch( CBasePlayer *pPlayer )
|
|
|
|
{
|
|
|
|
pPlayer->SetSuitUpdate( "!HEV_DET4", FALSE, SUIT_NEXT_IN_1MIN );
|
|
|
|
|
|
|
|
pPlayer->m_rgItems[ITEM_ANTIDOTE] += 1;
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( item_antidote, CItemAntidote )
|
|
|
|
|
|
|
|
class CItemSecurity : public CItem
|
|
|
|
{
|
|
|
|
void Spawn( void )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SET_MODEL( ENT( pev ), "models/w_security.mdl" );
|
|
|
|
CItem::Spawn();
|
|
|
|
}
|
|
|
|
void Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/w_security.mdl" );
|
|
|
|
}
|
|
|
|
BOOL MyTouch( CBasePlayer *pPlayer )
|
|
|
|
{
|
|
|
|
pPlayer->m_rgItems[ITEM_SECURITY] += 1;
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( item_security, CItemSecurity )
|
|
|
|
|
|
|
|
class CItemLongJump : public CItem
|
|
|
|
{
|
|
|
|
void Spawn( void )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SET_MODEL( ENT( pev ), "models/w_longjump.mdl" );
|
|
|
|
CItem::Spawn();
|
|
|
|
}
|
|
|
|
void Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/w_longjump.mdl" );
|
|
|
|
}
|
|
|
|
BOOL MyTouch( CBasePlayer *pPlayer )
|
|
|
|
{
|
|
|
|
if( pPlayer->m_fLongJump )
|
|
|
|
{
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( ( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) )
|
|
|
|
{
|
|
|
|
pPlayer->m_fLongJump = TRUE;// player now has longjump module
|
|
|
|
|
|
|
|
g_engfuncs.pfnSetPhysicsKeyValue( pPlayer->edict(), "slj", "1" );
|
|
|
|
|
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
|
|
|
|
WRITE_STRING( STRING( pev->classname ) );
|
|
|
|
MESSAGE_END();
|
|
|
|
|
|
|
|
EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_A1" ); // Play the longjump sound UNDONE: Kelly? correct sound?
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( item_longjump, CItemLongJump )
|
|
|
|
|
|
|
|
// Derive from CBaseMonster to use SetActivity
|
|
|
|
class CEyeScanner : public CBaseMonster
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void KeyValue( KeyValueData *pkvd );
|
|
|
|
void Spawn();
|
|
|
|
void Precache(void);
|
|
|
|
void EXPORT PlayBeep();
|
|
|
|
void EXPORT WaitForSequenceEnd();
|
|
|
|
int ObjectCaps( void ) { return CBaseMonster::ObjectCaps() | FCAP_IMPULSE_USE; }
|
|
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
|
|
int Classify();
|
|
|
|
|
|
|
|
virtual int Save( CSave &save );
|
|
|
|
virtual int Restore( CRestore &restore );
|
|
|
|
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
|
|
|
|
string_t unlockedTarget;
|
|
|
|
string_t lockedTarget;
|
|
|
|
string_t unlockerName;
|
|
|
|
string_t activatorName;
|
|
|
|
};
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CEyeScanner::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CEyeScanner, unlockedTarget, FIELD_STRING ),
|
|
|
|
DEFINE_FIELD( CEyeScanner, lockedTarget, FIELD_STRING ),
|
|
|
|
DEFINE_FIELD( CEyeScanner, unlockerName, FIELD_STRING ),
|
|
|
|
DEFINE_FIELD( CEyeScanner, activatorName, FIELD_STRING ),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CEyeScanner, CBaseMonster )
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( item_eyescanner, CEyeScanner )
|
|
|
|
|
|
|
|
void CEyeScanner::KeyValue(KeyValueData *pkvd)
|
|
|
|
{
|
|
|
|
if (FStrEq(pkvd->szKeyName, "unlocked_target"))
|
|
|
|
{
|
|
|
|
unlockedTarget = ALLOC_STRING(pkvd->szValue);
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if (FStrEq(pkvd->szKeyName, "locked_target"))
|
|
|
|
{
|
|
|
|
lockedTarget = ALLOC_STRING(pkvd->szValue);
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if (FStrEq(pkvd->szKeyName, "unlockersname"))
|
|
|
|
{
|
|
|
|
unlockerName = ALLOC_STRING(pkvd->szValue);
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if (FStrEq(pkvd->szKeyName, "reset_delay")) // Dunno if it affects anything in PC version of Decay
|
|
|
|
{
|
|
|
|
m_flWait = atof(pkvd->szValue);
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
CBaseMonster::KeyValue( pkvd );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CEyeScanner::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
pev->solid = SOLID_NOT;
|
|
|
|
pev->movetype = MOVETYPE_FLY;
|
|
|
|
pev->takedamage = DAMAGE_NO;
|
|
|
|
pev->health = 1;
|
|
|
|
pev->weapons = 0;
|
|
|
|
|
|
|
|
SET_MODEL(ENT(pev), "models/EYE_SCANNER.mdl");
|
|
|
|
UTIL_SetOrigin(pev, pev->origin);
|
|
|
|
UTIL_SetSize(pev, Vector(-12, -16, 0), Vector(12, 16, 48));
|
|
|
|
SetActivity(ACT_CROUCHIDLE);
|
|
|
|
ResetSequenceInfo();
|
|
|
|
SetThink(NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CEyeScanner::Precache()
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/EYE_SCANNER.mdl");
|
|
|
|
PRECACHE_SOUND("buttons/blip1.wav");
|
|
|
|
PRECACHE_SOUND("buttons/blip2.wav");
|
|
|
|
PRECACHE_SOUND("buttons/button11.wav");
|
|
|
|
}
|
|
|
|
|
|
|
|
void CEyeScanner::PlayBeep()
|
|
|
|
{
|
|
|
|
pev->skin = pev->weapons % 3 + 1;
|
|
|
|
pev->weapons++;
|
|
|
|
if (pev->weapons < 10) {
|
|
|
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "buttons/blip1.wav", 1, ATTN_NORM );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.125;
|
|
|
|
} else {
|
|
|
|
pev->skin = 0;
|
|
|
|
pev->weapons = 0;
|
|
|
|
if (FStringNull(unlockerName) || (!FStringNull(activatorName) && FStrEq(STRING(unlockerName), STRING(activatorName)))) {
|
|
|
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "buttons/blip2.wav", 1, ATTN_NORM );
|
|
|
|
FireTargets( STRING( unlockedTarget ), this, this, USE_TOGGLE, 0.0f );
|
|
|
|
} else {
|
|
|
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "buttons/button11.wav", 1, ATTN_NORM );
|
|
|
|
FireTargets( STRING( lockedTarget ), this, this, USE_TOGGLE, 0.0f );
|
|
|
|
}
|
|
|
|
activatorName = iStringNull;
|
|
|
|
SetActivity(ACT_CROUCH);
|
|
|
|
ResetSequenceInfo();
|
|
|
|
SetThink(&CEyeScanner::WaitForSequenceEnd);
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CEyeScanner::WaitForSequenceEnd()
|
|
|
|
{
|
|
|
|
if (m_fSequenceFinished) {
|
|
|
|
if (m_Activity == ACT_STAND) {
|
|
|
|
SetActivity(ACT_IDLE);
|
|
|
|
SetThink(&CEyeScanner::PlayBeep);
|
|
|
|
pev->nextthink = gpGlobals->time;
|
|
|
|
} else if (m_Activity == ACT_CROUCH) {
|
|
|
|
SetActivity(ACT_CROUCHIDLE);
|
|
|
|
SetThink(NULL);
|
|
|
|
}
|
|
|
|
ResetSequenceInfo();
|
|
|
|
} else {
|
|
|
|
StudioFrameAdvance(0.1);
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CEyeScanner::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
|
|
|
{
|
|
|
|
if (m_Activity == ACT_CROUCHIDLE) {
|
|
|
|
pActivator = pActivator ? pActivator : pCaller;
|
|
|
|
activatorName = pActivator ? pActivator->pev->targetname : iStringNull;
|
|
|
|
SetActivity( ACT_STAND );
|
|
|
|
ResetSequenceInfo();
|
|
|
|
SetThink(&CEyeScanner::WaitForSequenceEnd);
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int CEyeScanner::Classify()
|
|
|
|
{
|
|
|
|
return CLASS_NONE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==================================================================
|
|
|
|
// item_slave_collar
|
|
|
|
//==================================================================
|
|
|
|
#define SF_COLLAR_STARTON 1
|
|
|
|
|
|
|
|
#define MAX_COLLAR_BEAMS 2
|
|
|
|
|
|
|
|
class CItemSlaveCollar : public CPointEntity
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Spawn();
|
|
|
|
void Precache();
|
|
|
|
void EXPORT ZapThink();
|
|
|
|
void EXPORT OffThink();
|
|
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
|
|
|
|
|
|
int Save( CSave &save );
|
|
|
|
int Restore( CRestore &restore );
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
|
|
|
|
private:
|
|
|
|
CBeam* m_pBeam[MAX_COLLAR_BEAMS];
|
|
|
|
int m_iBeams;
|
|
|
|
BOOL m_bActive;
|
|
|
|
};
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CItemSlaveCollar::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CItemSlaveCollar, m_bActive, FIELD_BOOLEAN ),
|
|
|
|
DEFINE_ARRAY( CItemSlaveCollar, m_pBeam, FIELD_CLASSPTR, MAX_COLLAR_BEAMS ),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CItemSlaveCollar, CPointEntity )
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( item_slave_collar, CItemSlaveCollar )
|
|
|
|
|
|
|
|
void CItemSlaveCollar::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SET_MODEL( ENT( pev ), "models/collar_test.mdl" );
|
|
|
|
|
|
|
|
for( m_iBeams = 0; m_iBeams < MAX_COLLAR_BEAMS; ++m_iBeams );
|
|
|
|
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 );
|
|
|
|
|
|
|
|
if( FBitSet( pev->spawnflags, SF_COLLAR_STARTON ) )
|
|
|
|
{
|
|
|
|
SetThink( &CItemSlaveCollar::ZapThink );
|
|
|
|
pev->nextthink = gpGlobals->time;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CItemSlaveCollar::Precache()
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/collar_test.mdl" );
|
|
|
|
PRECACHE_MODEL( "sprites/lgtning.spr" );
|
|
|
|
PRECACHE_SOUND( "weapons/electro4.wav" );
|
|
|
|
PRECACHE_SOUND( "debris/zap4.wav" );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CItemSlaveCollar::ZapThink()
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
TraceResult tr;
|
|
|
|
UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "debris/zap4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
|
|
|
|
UTIL_Sparks( 50 );
|
|
|
|
DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
|
|
|
|
UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
|
|
|
|
*/
|
|
|
|
pev->nextthink = gpGlobals->time + 5.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CItemSlaveCollar::OffThink()
|
|
|
|
{
|
|
|
|
for( m_iBeams = 0; m_iBeams < MAX_COLLAR_BEAMS; ++m_iBeams );
|
|
|
|
SetBits( m_pBeam[m_iBeams]->pev->effects, EF_NODRAW );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CItemSlaveCollar::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
|
|
{
|
|
|
|
if( useType == USE_TOGGLE )
|
|
|
|
{
|
|
|
|
m_bActive = !m_bActive;
|
|
|
|
}
|
|
|
|
else if( useType == USE_ON )
|
|
|
|
{
|
|
|
|
m_bActive = TRUE;
|
|
|
|
}
|
|
|
|
else if( useType == USE_OFF )
|
|
|
|
{
|
|
|
|
m_bActive = FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_bActive )
|
|
|
|
SetThink( &CItemSlaveCollar::ZapThink );
|
|
|
|
else
|
|
|
|
SetThink( &CItemSlaveCollar::OffThink );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.01f;
|
|
|
|
}
|
|
|
|
|
|
|
|
class CNotepad : public CBaseToggle
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Spawn();
|
|
|
|
void Precache();
|
|
|
|
void KeyValue( KeyValueData *pkvd );
|
|
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
|
|
|
|
|
|
int Save( CSave &save );
|
|
|
|
int Restore( CRestore &restore );
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
private:
|
|
|
|
string_t m_szText;
|
|
|
|
int m_iTitle;
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( func_notepad, CNotepad )
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CNotepad::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CNotepad, m_szText, FIELD_STRING ),
|
|
|
|
DEFINE_FIELD( CNotepad, m_iTitle, FIELD_INTEGER ),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CNotepad, CBaseToggle )
|
|
|
|
|
|
|
|
void CNotepad::KeyValue( KeyValueData *pkvd )
|
|
|
|
{
|
|
|
|
if( FStrEq( pkvd->szKeyName, "title" ) )
|
|
|
|
{
|
|
|
|
m_iTitle = atoi( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "text" ) )
|
|
|
|
{
|
|
|
|
m_szText = ALLOC_STRING( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
CBaseToggle::KeyValue( pkvd );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CNotepad::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
|
|
|
|
pev->solid = SOLID_BSP;
|
|
|
|
pev->movetype = MOVETYPE_PUSH;
|
|
|
|
|
|
|
|
UTIL_SetOrigin( pev, pev->origin ); // set size and link into world
|
|
|
|
UTIL_SetSize( pev, pev->mins, pev->maxs );
|
|
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CNotepad::Precache()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void CNotepad::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
|
|
{
|
|
|
|
// Make sure that we have a caller
|
|
|
|
if( !pActivator )
|
|
|
|
return;
|
|
|
|
// if it's not a player, ignore
|
|
|
|
if( !pActivator->IsPlayer() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgNotepad, 0, pActivator->edict() );
|
|
|
|
WRITE_STRING( STRING( m_szText ) );
|
|
|
|
WRITE_BYTE( m_iTitle );
|
|
|
|
MESSAGE_END();
|
|
|
|
}
|