Give player exhaustible weapons when taking ammo for them from weaponbox

This commit is contained in:
Roman Chistokhodov 2017-11-01 16:43:29 +03:00 committed by Night Owl
parent b6dfc61e55
commit 44139a56c7

View File

@ -1268,6 +1268,18 @@ void CWeaponBox::Kill( void )
UTIL_Remove( this );
}
static const char* IsAmmoForExhaustibleWeapon(const char* ammoName, int& weaponId)
{
for (int i=0; i<MAX_WEAPONS; ++i) {
ItemInfo& II = CBasePlayerItem::ItemInfoArray[i];
if ((II.iFlags & ITEM_FLAG_EXHAUSTIBLE) && II.pszAmmo1 && FStrEq(ammoName, II.pszAmmo1)) {
weaponId = II.iId;
return II.pszName;
}
}
return 0;
}
//=========================================================
// CWeaponBox - Touch: try to add my contents to the toucher
// if the toucher is a player.
@ -1299,6 +1311,35 @@ void CWeaponBox::Touch( CBaseEntity *pOther )
{
if( !FStringNull( m_rgiszAmmo[i] ) )
{
// horrific HACK to give player an exhaustible weapon as a real weapon, not just ammo
int exhaustibleWeaponId;
const char* weaponName = IsAmmoForExhaustibleWeapon(STRING(m_rgiszAmmo[i]), exhaustibleWeaponId);
if (weaponName) {
bool foundWeapon = false;
for( int j = 0; j < MAX_ITEM_TYPES && !foundWeapon; j++ )
{
CBasePlayerItem *pPlayerItem = pPlayer->m_rgpPlayerItems[j];
while( pPlayerItem )
{
if (pPlayerItem->m_iId == exhaustibleWeaponId) {
foundWeapon = true;
break;
}
pPlayerItem = pPlayerItem->m_pNext;
}
}
if (!foundWeapon) {
CBasePlayerWeapon* weapon = (CBasePlayerWeapon*)Create(weaponName, pev->origin, pev->angles);
if (weapon) {
weapon->pev->spawnflags |= SF_NORESPAWN;
weapon->m_iDefaultAmmo = 0;
if (pPlayer->AddPlayerItem(weapon)) {
weapon->AttachToPlayer(pPlayer);
}
}
}
}
// there's some ammo of this type.
pPlayer->GiveAmmo( m_rgAmmo[i], STRING( m_rgiszAmmo[i] ), MaxAmmoCarry( m_rgiszAmmo[i] ) );