Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#ifdef CLIENT_DLL
#include "c_asw_player.h"
#include "c_asw_weapon.h"
#include "c_asw_marine.h"
#include "c_asw_pickup.h"
#include "c_asw_pickup_weapon.h"
#include "c_asw_ammo.h"
#define CASW_Marine C_ASW_Marine
#define CASW_Pickup_Weapon C_ASW_Pickup_Weapon
#define CASW_Weapon C_ASW_Weapon
#define CASW_Ammo C_ASW_Ammo
#else
#include "asw_marine.h"
#include "asw_player.h"
#include "asw_weapon.h"
#include "asw_pickup.h"
#include "asw_pickup_weapon.h"
#include "asw_ammo.h"
#endif
#include "asw_gamerules.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
bool CASW_Ammo::AllowedToPickup(CASW_Marine *pMarine)
{
if (!pMarine)
return false;
if (!ASWGameRules()->MarineCanPickupAmmo(pMarine, this))
{
if (!ASWGameRules()->MarineHasRoomInAmmoBag(pMarine, m_iAmmoIndex))
return false;
}
return true;
}
bool CASW_Pickup_Weapon::AllowedToPickup(CASW_Marine *pMarine)
{
if (!pMarine || !ASWGameRules() || !pMarine->GetMarineResource())
return false;
// check if we're swapping for an existing item
int index = pMarine->GetWeaponPositionForPickup(GetWeaponClass());
CASW_Weapon* pWeapon = pMarine->GetASWWeapon(index);
const char* szSwappingClass = pWeapon ? pWeapon->GetClassname() : "";
// first check if the gamerules will allow it
bool bAllowed = ASWGameRules()->MarineCanPickup(pMarine->GetMarineResource(), GetWeaponClass(), szSwappingClass);
#ifdef CLIENT_DLL
m_bSwappingWeapon = ( pWeapon != NULL );
#endif
return bAllowed;
}