You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
583 lines
14 KiB
583 lines
14 KiB
/*** |
|
* |
|
* 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. |
|
* |
|
****/ |
|
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) |
|
|
|
#include "extdll.h" |
|
#include "util.h" |
|
#include "cbase.h" |
|
#include "monsters.h" |
|
#include "weapons.h" |
|
#include "nodes.h" |
|
#include "player.h" |
|
#include "gamerules.h" |
|
|
|
#ifndef CLIENT_DLL |
|
#define BOLT_AIR_VELOCITY 2000 |
|
#define BOLT_WATER_VELOCITY 1000 |
|
|
|
extern BOOL gPhysicsInterfaceInitialized; |
|
|
|
// UNDONE: Save/restore this? Don't forget to set classname and LINK_ENTITY_TO_CLASS() |
|
// |
|
// OVERLOADS SOME ENTVARS: |
|
// |
|
// speed - the ideal magnitude of my velocity |
|
class CCrossbowBolt : public CBaseEntity |
|
{ |
|
void Spawn( void ); |
|
void Precache( void ); |
|
int Classify( void ); |
|
void EXPORT BubbleThink( void ); |
|
void EXPORT BoltTouch( CBaseEntity *pOther ); |
|
void EXPORT ExplodeThink( void ); |
|
float TouchGravGun( CBaseEntity *attacker, int stage ) |
|
{ |
|
if( stage >= 2 ) |
|
{ |
|
|
|
pev->movetype = MOVETYPE_FLY; |
|
pev->solid = SOLID_BBOX; |
|
pev->nextthink = gpGlobals->time + 60.0; |
|
SetTouch( &CCrossbowBolt::BoltTouch ); |
|
UTIL_MakeVectors( attacker->pev->v_angle + attacker->pev->punchangle); |
|
pev->angles = UTIL_VecToAngles(gpGlobals->v_forward); |
|
SetThink( &CCrossbowBolt::BubbleThink ); |
|
} |
|
return 2000; |
|
} |
|
|
|
int m_iTrail; |
|
|
|
public: |
|
static CCrossbowBolt *BoltCreate( void ); |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt ) |
|
|
|
CCrossbowBolt *CCrossbowBolt::BoltCreate( void ) |
|
{ |
|
// Create a new entity with CCrossbowBolt private data |
|
CCrossbowBolt *pBolt = GetClassPtr( (CCrossbowBolt *)NULL ); |
|
pBolt->pev->classname = MAKE_STRING( "crossbow_bolt" ); // g-cont. enable save\restore |
|
pBolt->Spawn(); |
|
|
|
return pBolt; |
|
} |
|
|
|
void CCrossbowBolt::Spawn() |
|
{ |
|
Precache(); |
|
pev->movetype = MOVETYPE_FLY; |
|
pev->solid = SOLID_BBOX; |
|
|
|
pev->gravity = 0.5; |
|
|
|
SET_MODEL( ENT( pev ), "models/crossbow_bolt.mdl" ); |
|
|
|
UTIL_SetOrigin( pev, pev->origin ); |
|
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); |
|
|
|
SetTouch( &CCrossbowBolt::BoltTouch ); |
|
SetThink( &CCrossbowBolt::BubbleThink ); |
|
pev->nextthink = gpGlobals->time + 0.2; |
|
} |
|
|
|
void CCrossbowBolt::Precache() |
|
{ |
|
PRECACHE_MODEL( "models/crossbow_bolt.mdl" ); |
|
PRECACHE_SOUND( "weapons/xbow_hitbod1.wav" ); |
|
PRECACHE_SOUND( "weapons/xbow_hitbod2.wav" ); |
|
PRECACHE_SOUND( "weapons/xbow_fly1.wav" ); |
|
PRECACHE_SOUND( "weapons/xbow_hit1.wav" ); |
|
PRECACHE_SOUND( "fvox/beep.wav" ); |
|
m_iTrail = PRECACHE_MODEL( "sprites/streak.spr" ); |
|
} |
|
|
|
int CCrossbowBolt::Classify( void ) |
|
{ |
|
return CLASS_NONE; |
|
} |
|
|
|
void CCrossbowBolt::BoltTouch( CBaseEntity *pOther ) |
|
{ |
|
SetTouch( NULL ); |
|
SetThink( NULL ); |
|
|
|
if( pOther->pev->takedamage ) |
|
{ |
|
TraceResult tr = UTIL_GetGlobalTrace(); |
|
entvars_t *pevOwner; |
|
|
|
pevOwner = VARS( pev->owner ); |
|
|
|
// UNDONE: this needs to call TraceAttack instead |
|
ClearMultiDamage(); |
|
|
|
if( pOther->IsPlayer() ) |
|
{ |
|
pOther->TraceAttack( pevOwner, gSkillData.plrDmgCrossbowClient, pev->velocity.Normalize(), &tr, DMG_NEVERGIB ); |
|
} |
|
else |
|
{ |
|
pOther->TraceAttack( pevOwner, gSkillData.plrDmgCrossbowMonster, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB ); |
|
} |
|
|
|
ApplyMultiDamage( pev, pevOwner ); |
|
|
|
pev->velocity = Vector( 0, 0, 0 ); |
|
// play body "thwack" sound |
|
switch( RANDOM_LONG( 0, 1 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM ); |
|
break; |
|
} |
|
|
|
if( !g_pGameRules->IsMultiplayer() ) |
|
{ |
|
Killed( pev, GIB_NEVER ); |
|
} |
|
} |
|
else |
|
{ |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "weapons/xbow_hit1.wav", RANDOM_FLOAT( 0.95, 1.0 ), ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 7 ) ); |
|
|
|
SetThink( &CBaseEntity::SUB_Remove ); |
|
pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit. |
|
|
|
if( FClassnameIs( pOther->pev, "worldspawn" ) ) |
|
{ |
|
// if what we hit is static architecture, can stay around for a while. |
|
Vector vecDir = pev->velocity.Normalize(); |
|
UTIL_SetOrigin( pev, pev->origin - vecDir * 12 ); |
|
pev->angles = UTIL_VecToAngles( vecDir ); |
|
//pev->solid = SOLID_NOT; |
|
pev->movetype = MOVETYPE_FLY; |
|
pev->velocity = Vector( 0, 0, 0 ); |
|
pev->avelocity.z = 0; |
|
pev->angles.z = RANDOM_LONG( 0, 360 ); |
|
pev->nextthink = gpGlobals->time + 60.0; |
|
} |
|
else if( pOther->pev->movetype == MOVETYPE_PUSH || pOther->pev->movetype == MOVETYPE_PUSHSTEP ) |
|
{ |
|
Vector vecDir = pev->velocity.Normalize(); |
|
UTIL_SetOrigin( pev, pev->origin - vecDir * 12 ); |
|
pev->angles = UTIL_VecToAngles( vecDir ); |
|
pev->solid = SOLID_NOT; |
|
pev->velocity = Vector( 0, 0, 0 ); |
|
pev->avelocity.z = 0; |
|
pev->angles.z = RANDOM_LONG( 0, 360 ); |
|
pev->nextthink = gpGlobals->time + 60.0; |
|
|
|
if (gPhysicsInterfaceInitialized) { |
|
// g-cont. Setup movewith feature |
|
pev->movetype = MOVETYPE_COMPOUND; // set movewith type |
|
pev->aiment = ENT( pOther->pev ); // set parent |
|
} |
|
} |
|
|
|
if( UTIL_PointContents( pev->origin ) != CONTENTS_WATER ) |
|
{ |
|
UTIL_Sparks( pev->origin ); |
|
} |
|
} |
|
|
|
if( g_pGameRules->IsMultiplayer() ) |
|
{ |
|
SetThink( &CCrossbowBolt::ExplodeThink ); |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
} |
|
|
|
void CCrossbowBolt::BubbleThink( void ) |
|
{ |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
|
|
if( pev->waterlevel == 0 ) |
|
return; |
|
|
|
UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 ); |
|
} |
|
|
|
void CCrossbowBolt::ExplodeThink( void ) |
|
{ |
|
int iContents = UTIL_PointContents( pev->origin ); |
|
int iScale; |
|
|
|
pev->dmg = 40; |
|
iScale = 10; |
|
|
|
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); |
|
WRITE_BYTE( TE_EXPLOSION ); |
|
WRITE_COORD( pev->origin.x ); |
|
WRITE_COORD( pev->origin.y ); |
|
WRITE_COORD( pev->origin.z ); |
|
if( iContents != CONTENTS_WATER ) |
|
{ |
|
WRITE_SHORT( g_sModelIndexFireball ); |
|
} |
|
else |
|
{ |
|
WRITE_SHORT( g_sModelIndexWExplosion ); |
|
} |
|
WRITE_BYTE( iScale ); // scale * 10 |
|
WRITE_BYTE( 15 ); // framerate |
|
WRITE_BYTE( TE_EXPLFLAG_NONE ); |
|
MESSAGE_END(); |
|
|
|
entvars_t *pevOwner; |
|
|
|
if( pev->owner ) |
|
pevOwner = VARS( pev->owner ); |
|
else |
|
pevOwner = NULL; |
|
|
|
pev->owner = NULL; // can't traceline attack owner if this is set |
|
|
|
::RadiusDamage( pev->origin, pev, pevOwner, pev->dmg, 128, CLASS_NONE, DMG_BLAST | DMG_ALWAYSGIB ); |
|
|
|
UTIL_Remove( this ); |
|
} |
|
#endif |
|
|
|
enum crossbow_e |
|
{ |
|
CROSSBOW_IDLE1 = 0, // full |
|
CROSSBOW_IDLE2, // empty |
|
CROSSBOW_FIDGET1, // full |
|
CROSSBOW_FIDGET2, // empty |
|
CROSSBOW_FIRE1, // full |
|
CROSSBOW_FIRE2, // reload |
|
CROSSBOW_FIRE3, // empty |
|
CROSSBOW_RELOAD, // from empty |
|
CROSSBOW_DRAW1, // full |
|
CROSSBOW_DRAW2, // empty |
|
CROSSBOW_HOLSTER1, // full |
|
CROSSBOW_HOLSTER2 // empty |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( weapon_crossbow, CCrossbow ) |
|
|
|
void CCrossbow::Spawn() |
|
{ |
|
Precache(); |
|
m_iId = WEAPON_CROSSBOW; |
|
SET_MODEL( ENT( pev ), "models/w_crossbow.mdl" ); |
|
|
|
m_iDefaultAmmo = CROSSBOW_DEFAULT_GIVE; |
|
|
|
FallInit();// get ready to fall down. |
|
} |
|
|
|
int CCrossbow::AddToPlayer( CBasePlayer *pPlayer ) |
|
{ |
|
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) |
|
{ |
|
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); |
|
WRITE_BYTE( m_iId ); |
|
MESSAGE_END(); |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
|
|
void CCrossbow::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/w_crossbow.mdl" ); |
|
PRECACHE_MODEL( "models/v_crossbow.mdl" ); |
|
PRECACHE_MODEL( "models/p_crossbow.mdl" ); |
|
|
|
PRECACHE_SOUND( "weapons/xbow_fire1.wav" ); |
|
PRECACHE_SOUND( "weapons/xbow_reload1.wav" ); |
|
|
|
UTIL_PrecacheOther( "crossbow_bolt" ); |
|
|
|
m_usCrossbow = PRECACHE_EVENT( 1, "events/crossbow1.sc" ); |
|
m_usCrossbow2 = PRECACHE_EVENT( 1, "events/crossbow2.sc" ); |
|
} |
|
|
|
int CCrossbow::GetItemInfo( ItemInfo *p ) |
|
{ |
|
p->pszName = STRING( pev->classname ); |
|
p->pszAmmo1 = "bolts"; |
|
p->iMaxAmmo1 = BOLT_MAX_CARRY; |
|
p->pszAmmo2 = NULL; |
|
p->iMaxAmmo2 = -1; |
|
p->iMaxClip = CROSSBOW_MAX_CLIP; |
|
p->iSlot = 2; |
|
p->iPosition = 2; |
|
p->iId = WEAPON_CROSSBOW; |
|
p->iFlags = 0; |
|
p->iWeight = CROSSBOW_WEIGHT; |
|
return 1; |
|
} |
|
|
|
BOOL CCrossbow::Deploy() |
|
{ |
|
if( m_iClip ) |
|
return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW1, "bow" ); |
|
return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW2, "bow" ); |
|
} |
|
|
|
void CCrossbow::Holster( int skiplocal /* = 0 */ ) |
|
{ |
|
m_fInReload = FALSE;// cancel any reload in progress. |
|
|
|
if( m_fInZoom ) |
|
{ |
|
SecondaryAttack(); |
|
} |
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
|
if( m_iClip ) |
|
SendWeaponAnim( CROSSBOW_HOLSTER1 ); |
|
else |
|
SendWeaponAnim( CROSSBOW_HOLSTER2 ); |
|
} |
|
|
|
void CCrossbow::PrimaryAttack( void ) |
|
{ |
|
#ifdef CLIENT_DLL |
|
if( m_fInZoom && bIsMultiplayer() ) |
|
#else |
|
if( m_fInZoom && g_pGameRules->IsMultiplayer() ) |
|
#endif |
|
{ |
|
FireSniperBolt(); |
|
return; |
|
} |
|
|
|
FireBolt(); |
|
} |
|
|
|
// this function only gets called in multiplayer |
|
void CCrossbow::FireSniperBolt() |
|
{ |
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75; |
|
|
|
if( m_iClip == 0 ) |
|
{ |
|
PlayEmptySound(); |
|
return; |
|
} |
|
|
|
TraceResult tr; |
|
|
|
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
|
m_iClip--; |
|
|
|
int flags; |
|
#if defined( CLIENT_WEAPONS ) |
|
flags = FEV_NOTHOST; |
|
#else |
|
flags = 0; |
|
#endif |
|
|
|
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 ); |
|
|
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
|
|
|
Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; |
|
UTIL_MakeVectors( anglesAim ); |
|
Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2; |
|
Vector vecDir = gpGlobals->v_forward; |
|
|
|
UTIL_TraceLine( vecSrc, vecSrc + vecDir * 8192, dont_ignore_monsters, m_pPlayer->edict(), &tr ); |
|
|
|
#ifndef CLIENT_DLL |
|
if( tr.pHit->v.takedamage ) |
|
{ |
|
ClearMultiDamage(); |
|
CBaseEntity::Instance( tr.pHit )->TraceAttack( m_pPlayer->pev, 120, vecDir, &tr, DMG_BULLET | DMG_NEVERGIB ); |
|
ApplyMultiDamage( pev, m_pPlayer->pev ); |
|
} |
|
#if 0 |
|
CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate(); |
|
pBolt->pev->origin = tr.vecEndPos; |
|
pBolt->pev->angles = -anglesAim; |
|
pBolt->pev->owner = m_pPlayer->edict(); |
|
pBolt->pev->avelocity.z = 10; |
|
pBolt->SetTouch( NULL ); |
|
#endif |
|
#endif |
|
} |
|
|
|
void CCrossbow::FireBolt() |
|
{ |
|
TraceResult tr; |
|
|
|
if( m_iClip == 0 ) |
|
{ |
|
PlayEmptySound(); |
|
return; |
|
} |
|
|
|
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
|
|
|
m_iClip--; |
|
|
|
int flags; |
|
#if defined( CLIENT_WEAPONS ) |
|
flags = FEV_NOTHOST; |
|
#else |
|
flags = 0; |
|
#endif |
|
|
|
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 ); |
|
|
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
|
|
|
Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; |
|
UTIL_MakeVectors( anglesAim ); |
|
|
|
anglesAim.x = -anglesAim.x; |
|
Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2; |
|
Vector vecDir = gpGlobals->v_forward; |
|
|
|
#ifndef CLIENT_DLL |
|
CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate(); |
|
pBolt->pev->origin = vecSrc; |
|
pBolt->pev->angles = anglesAim; |
|
pBolt->pev->owner = m_pPlayer->edict(); |
|
|
|
if( m_pPlayer->pev->waterlevel == 3 ) |
|
{ |
|
pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY; |
|
pBolt->pev->speed = BOLT_WATER_VELOCITY; |
|
} |
|
else |
|
{ |
|
pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY; |
|
pBolt->pev->speed = BOLT_AIR_VELOCITY; |
|
} |
|
pBolt->pev->avelocity.z = 10; |
|
#endif |
|
|
|
if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) |
|
// HEV suit - indicate out of ammo condition |
|
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); |
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75; |
|
|
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75; |
|
|
|
if( m_iClip != 0 ) |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; |
|
else |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75; |
|
} |
|
|
|
void CCrossbow::SecondaryAttack() |
|
{ |
|
if( m_pPlayer->pev->fov != 0 ) |
|
{ |
|
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov |
|
m_fInZoom = 0; |
|
} |
|
else if( m_pPlayer->pev->fov != 20 ) |
|
{ |
|
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 20; |
|
m_fInZoom = 1; |
|
} |
|
|
|
pev->nextthink = UTIL_WeaponTimeBase() + 0.1; |
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0; |
|
} |
|
|
|
void CCrossbow::Reload( void ) |
|
{ |
|
if( m_pPlayer->ammo_bolts <= 0 ) |
|
return; |
|
|
|
if( m_pPlayer->pev->fov != 0 ) |
|
{ |
|
SecondaryAttack(); |
|
} |
|
|
|
if( DefaultReload( 5, CROSSBOW_RELOAD, 4.5 ) ) |
|
{ |
|
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT( 0.95, 1.0 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0xF ) ); |
|
} |
|
} |
|
|
|
void CCrossbow::WeaponIdle( void ) |
|
{ |
|
m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); // get the autoaim vector but ignore it; used for autoaim crosshair in DM |
|
|
|
ResetEmptySound(); |
|
|
|
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
|
{ |
|
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); |
|
if( flRand <= 0.75 ) |
|
{ |
|
if( m_iClip ) |
|
{ |
|
SendWeaponAnim( CROSSBOW_IDLE1 ); |
|
} |
|
else |
|
{ |
|
SendWeaponAnim( CROSSBOW_IDLE2 ); |
|
} |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
|
} |
|
else |
|
{ |
|
if( m_iClip ) |
|
{ |
|
SendWeaponAnim( CROSSBOW_FIDGET1 ); |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0 / 30.0; |
|
} |
|
else |
|
{ |
|
SendWeaponAnim( CROSSBOW_FIDGET2 ); |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 30.0; |
|
} |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
|
} |
|
} |
|
} |
|
|
|
class CCrossbowAmmo : public CBasePlayerAmmo |
|
{ |
|
void Spawn( void ) |
|
{ |
|
Precache(); |
|
SET_MODEL( ENT( pev ), "models/w_crossbow_clip.mdl" ); |
|
CBasePlayerAmmo::Spawn(); |
|
} |
|
void Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/w_crossbow_clip.mdl" ); |
|
PRECACHE_SOUND( "items/9mmclip1.wav" ); |
|
} |
|
BOOL AddAmmo( CBaseEntity *pOther ) |
|
{ |
|
if( pOther->GiveAmmo( AMMO_CROSSBOWCLIP_GIVE, "bolts", BOLT_MAX_CARRY ) != -1 ) |
|
{ |
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( ammo_crossbow, CCrossbowAmmo ) |
|
#endif
|
|
|