Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "player.h"
#include "gamerules.h"
#include "items.h"
#include "ammodef.h"
#include "eventlist.h"
#include "npcevent.h"
#include "asw_pickup.h"
#include "asw_shareddefs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_SERVERCLASS_ST(CASW_Pickup, DT_ASW_Pickup)
END_SEND_TABLE()
BEGIN_DATADESC( CASW_Pickup )
DEFINE_KEYFIELD(m_bFreezePickup, FIELD_BOOLEAN, "FreezePickup")
END_DATADESC()
#define ITEM_PICKUP_BOX_BLOAT 24
// as CItem, but we don't install the touch function
void CASW_Pickup::Spawn( void )
{
SetMoveType( MOVETYPE_FLYGRAVITY );
SetSolid( SOLID_BBOX );
SetBlocksLOS( false );
AddEFlags( EFL_NO_ROTORWASH_PUSH );
// This will make them not collide with the player, but will collide
// against other items + weapons
SetCollisionGroup( COLLISION_GROUP_WEAPON );
CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT );
//SetTouch(&CItem::ItemTouch);
if ( CreateItemVPhysicsObject() == false )
return;
m_takedamage = DAMAGE_EVENTS_ONLY;
#ifdef HL2MP
SetThink( &CItem::FallThink );
SetNextThink( gpGlobals->curtime + 0.1f );
#endif
if ( m_bFreezePickup )
{
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if ( pPhysicsObject != NULL )
{
pPhysicsObject->EnableMotion( false );
}
}
}
void CASW_Pickup::ActivateUseIcon( CASW_Marine* pMarine, int nHoldType )
{
if ( nHoldType == 1 /*ASW_USE_HOLD_START*/ )
return;
// player has used this item
Msg("Player has activated a pickup\n");
}
bool CASW_Pickup::IsUsable(CBaseEntity *pUser)
{
return (pUser && pUser->GetAbsOrigin().DistTo(GetAbsOrigin()) < ASW_MARINE_USE_RADIUS); // near enough?
}