mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 03:40:26 +01:00
412 lines
16 KiB
Erlang
412 lines
16 KiB
Erlang
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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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803
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%{
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#include "StdH.h"
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#include "Models/Items/ItemHolder/ItemHolder.h"
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#include "Models/Items/Ammo/Shells/Shells.h"
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#include "Models/Items/Ammo/Bullets/Bullets.h"
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#include "Models/Items/Ammo/Rockets/Rockets.h"
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#include "Models/Weapons/RocketLauncher/Projectile/Rocket.h"
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#include "Models/Items/Ammo/Grenades/Grenades.h"
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#include "Models/Items/Ammo/Electricity/Electricity.h"
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#include "Models/Items/Ammo/Cannonball/Cannonball.h"
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#include "Models/Items/Ammo/Cannonball/CannonballQuad.h"
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#include "ModelsMP/Items/Ammo/SniperBullets/SniperBullets.h"
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%}
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uses "EntitiesMP/Item";
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// ammo type
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enum AmmoItemType {
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1 AIT_SHELLS "Shells",
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2 AIT_BULLETS "Bullets",
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3 AIT_ROCKETS "Rockets",
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4 AIT_GRENADES "Grenades",
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5 AIT_ELECTRICITY "Electricity",
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6 AIT_NUKEBALL "obsolete",
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7 AIT_IRONBALLS "IronBalls",
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8 AIT_SERIOUSPACK "SeriousPack - don't use",
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9 AIT_BACKPACK "BackPack - don't use",
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10 AIT_NAPALM "Napalm",
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11 AIT_SNIPERBULLETS "Sniper bullets"
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};
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// event for sending through receive item
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event EAmmoItem {
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enum AmmoItemType EaitType, // ammo type
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INDEX iQuantity, // ammo quantity
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};
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class CAmmoItem : CItem {
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name "Ammo Item";
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thumbnail "Thumbnails\\AmmoItem.tbn";
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properties:
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1 enum AmmoItemType m_EaitType "Type" 'Y' = AIT_SHELLS, // health type
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components:
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0 class CLASS_BASE "Classes\\Item.ecl",
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// ********* SHELLS *********
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1 model MODEL_SHELLS "Models\\Items\\Ammo\\Shells\\Shells.mdl",
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2 texture TEXTURE_SHELLS "Models\\Items\\Ammo\\Shells\\Shells.tex",
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// ********* BULLETS *********
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10 model MODEL_BULLETS "Models\\Items\\Ammo\\Bullets\\Bullets.mdl",
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11 texture TEXTURE_BULLETS "Models\\Items\\Ammo\\Bullets\\Bullets.tex",
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// ********* ROCKETS *********
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20 model MODEL_ROCKETS "Models\\Items\\Ammo\\Rockets\\Rockets.mdl",
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21 model MODEL_RC_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.mdl",
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22 texture TEXTURE_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.tex",
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// ********* GRENADES *********
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30 model MODEL_GRENADES "Models\\Items\\Ammo\\Grenades\\Grenades.mdl",
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31 model MODEL_GR_GRENADE "Models\\Items\\Ammo\\Grenades\\Grenade.mdl",
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32 texture TEXTURE_GRENADES "Models\\Items\\Ammo\\Grenades\\Grenades.tex",
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33 texture TEXTURE_GR_GRENADE "Models\\Weapons\\GrenadeLauncher\\Grenade\\Grenade.tex",
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// ********* ELECTRICITY *********
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40 model MODEL_ELECTRICITY "Models\\Items\\Ammo\\Electricity\\Electricity.mdl",
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41 model MODEL_EL_EFFECT "Models\\Items\\Ammo\\Electricity\\Effect.mdl",
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42 model MODEL_EL_EFFECT2 "Models\\Items\\Ammo\\Electricity\\Effect2.mdl",
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43 texture TEXTURE_ELECTRICITY "Models\\Items\\Ammo\\Electricity\\Electricity.tex",
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44 texture TEXTURE_EL_EFFECT "Models\\Items\\Ammo\\Electricity\\Effect.tex",
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// ********* CANNON BALLS *********
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50 model MODEL_CANNONBALL "Models\\Items\\Ammo\\Cannonball\\Cannonball.mdl",
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51 model MODEL_CANNONBALLS "Models\\Items\\Ammo\\Cannonball\\CannonballQuad.mdl",
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52 texture TEXTURE_IRONBALL "Models\\Weapons\\Cannon\\Projectile\\IronBall.tex",
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// 53 texture TEXTURE_NUKEBALL "Models\\Weapons\\Cannon\\Projectile\\NukeBall.tex",
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// ********* BACK PACK *********
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60 model MODEL_BACKPACK "Models\\Items\\PowerUps\\BackPack\\BackPack.mdl",
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61 texture TEXTURE_BACKPACK "Models\\Items\\PowerUps\\BackPack\\BackPack.tex",
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// ********* SERIOUS PACK *********
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70 model MODEL_SERIOUSPACK "Models\\Items\\PowerUps\\SeriousPack\\SeriousPack.mdl",
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71 texture TEXTURE_SERIOUSPACK "Models\\Items\\PowerUps\\SeriousPack\\SeriousPack.tex",
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// ********* FUEL RESERVOIR *********
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80 model MODEL_FL_RESERVOIR "ModelsMP\\Items\\Ammo\\Napalm\\Napalm.mdl",
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81 texture TEXTURE_FL_FUELRESERVOIR "ModelsMP\\Weapons\\Flamer\\FuelReservoir.tex",
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// ******** SNIPER BULLETS *********
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90 model MODEL_SNIPER_BULLETS "ModelsMP\\Items\\Ammo\\SniperBullets\\SniperBullets.mdl",
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91 texture TEXTURE_SNIPER_BULLETS "ModelsMP\\Items\\Ammo\\SniperBullets\\SniperBullets.tex",
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// ************** FLARE FOR EFFECT **************
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100 texture TEXTURE_FLARE "Models\\Items\\Flares\\Flare.tex",
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101 model MODEL_FLARE "Models\\Items\\Flares\\Flare.mdl",
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// ************** REFLECTIONS **************
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200 texture TEX_REFL_BWRIPLES01 "Models\\ReflectionTextures\\BWRiples01.tex",
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201 texture TEX_REFL_BWRIPLES02 "Models\\ReflectionTextures\\BWRiples02.tex",
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202 texture TEX_REFL_LIGHTMETAL01 "Models\\ReflectionTextures\\LightMetal01.tex",
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203 texture TEX_REFL_LIGHTBLUEMETAL01 "Models\\ReflectionTextures\\LightBlueMetal01.tex",
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204 texture TEX_REFL_DARKMETAL "Models\\ReflectionTextures\\DarkMetal.tex",
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205 texture TEX_REFL_PURPLE01 "Models\\ReflectionTextures\\Purple01.tex",
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// ************** SPECULAR **************
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210 texture TEX_SPEC_WEAK "Models\\SpecularTextures\\Weak.tex",
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211 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex",
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212 texture TEX_SPEC_STRONG "Models\\SpecularTextures\\Strong.tex",
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// ************** SOUNDS **************
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213 sound SOUND_PICK "Sounds\\Items\\Ammo.wav",
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214 sound SOUND_DEFAULT "Sounds\\Default.wav",
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functions:
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void Precache(void) {
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PrecacheSound(SOUND_PICK);
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}
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// render particles
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void RenderParticles(void) {
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// no particles when not existing or in DM modes
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if (GetRenderType()!=CEntity::RT_MODEL || GetSP()->sp_gmGameMode>CSessionProperties::GM_COOPERATIVE
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{
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return;
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}
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switch (m_EaitType) {
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case AIT_SHELLS:
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Particles_Spiral(this, 1.0f*0.75, 1.0f*0.75, PT_STAR04, 4);
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break;
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case AIT_BULLETS:
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Particles_Spiral(this, 1.5f*0.75, 1.0f*0.75, PT_STAR04, 6);
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break;
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case AIT_ROCKETS:
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Particles_Spiral(this, 1.5f*0.75, 1.25f*0.75, PT_STAR04, 6);
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break;
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case AIT_GRENADES:
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Particles_Spiral(this, 2.0f*0.75, 1.25f*0.75, PT_STAR04, 6);
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break;
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case AIT_ELECTRICITY:
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Particles_Spiral(this, 1.5f*0.75, 1.125f*0.75, PT_STAR04, 6);
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break;
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case AIT_NUKEBALL:
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Particles_Spiral(this, 1.25f*0.75, 1.0f*0.75, PT_STAR04, 4);
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break;
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case AIT_IRONBALLS:
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Particles_Spiral(this, 2.0f*0.75, 1.25f*0.75, PT_STAR04, 8);
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break;
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case AIT_BACKPACK:
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Particles_Spiral(this, 3.0f*0.5, 2.5f*0.5, PT_STAR04, 10);
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break;
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case AIT_SERIOUSPACK:
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Particles_Spiral(this, 3.0f*0.5, 2.5f*0.5, PT_STAR04, 10);
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break;
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case AIT_NAPALM:
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Particles_Spiral(this, 3.0f*0.5, 2.5f*0.5, PT_STAR04, 10);
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break;
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case AIT_SNIPERBULLETS:
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Particles_Spiral(this, 1.5f*0.75, 1.25f*0.75, PT_STAR04, 6);
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break;
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}
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}
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/* Fill in entity statistics - for AI purposes only */
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BOOL FillEntityStatistics(EntityStats *pes)
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{
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pes->es_ctCount = 1;
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pes->es_ctAmmount = m_fValue;
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switch (m_EaitType) {
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case AIT_SHELLS:
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pes->es_strName = "Shells";
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pes->es_fValue = m_fValue*AV_SHELLS;
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break;
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case AIT_BULLETS:
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pes->es_strName = "Bullets";
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pes->es_fValue = m_fValue*AV_BULLETS;
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break;
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case AIT_ROCKETS:
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pes->es_strName = "Rockets";
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pes->es_fValue = m_fValue*AV_ROCKETS;
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break;
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case AIT_GRENADES:
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pes->es_strName = "Grenades";
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pes->es_fValue = m_fValue*AV_GRENADES;
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break;
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case AIT_ELECTRICITY:
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pes->es_strName = "Electricity";
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pes->es_fValue = m_fValue*AV_ELECTRICITY;
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break;
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/*
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case AIT_NUKEBALL:
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pes->es_strName = "Nukeballs";
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pes->es_fValue = m_fValue*AV_NUKEBALLS;
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break;
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*/
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case AIT_IRONBALLS:
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pes->es_strName = "Ironballs";
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pes->es_fValue = m_fValue*AV_IRONBALLS;
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break;
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case AIT_SERIOUSPACK:
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pes->es_strName = "SeriousPack";
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pes->es_fValue = m_fValue*100000;
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break;
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case AIT_BACKPACK:
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pes->es_strName = "BackPack";
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pes->es_fValue = m_fValue*100000;
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break;
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case AIT_NAPALM:
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pes->es_strName = "Napalm";
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pes->es_fValue = m_fValue*AV_NAPALM;
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break;
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case AIT_SNIPERBULLETS:
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pes->es_strName = "Sniper bullets";
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pes->es_fValue = m_fValue*AV_SNIPERBULLETS;
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break;
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}
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pes->es_iScore = 0;//m_iScore;
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return TRUE;
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}
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// set ammo properties depending on ammo type
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void SetProperties(void)
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{
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switch (m_EaitType) {
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case AIT_SHELLS:
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m_fValue = 10.0f;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
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m_strDescription.PrintF("Shells: %d", (int) m_fValue);
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// set appearance
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AddItem(MODEL_SHELLS, TEXTURE_SHELLS, 0, 0, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.25f,0), FLOAT3D(1.5,1.5,0.75f) );
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StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f));
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break;
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case AIT_BULLETS:
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m_fValue = 50.0f;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
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m_strDescription.PrintF("Bullets: %d", (int) m_fValue);
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// set appearance
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AddItem(MODEL_BULLETS, TEXTURE_BULLETS, 0, 0, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(3,3,1.0f) );
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StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f));
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break;
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case AIT_ROCKETS:
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m_fValue = 5.0f;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
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m_strDescription.PrintF("Rockets: %d", (int) m_fValue);
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// set appearance
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AddItem(MODEL_ROCKETS, TEXTURE_ROCKET, 0, 0, 0);
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AddItemAttachment(ROCKETS_ATTACHMENT_ROCKET1, MODEL_RC_ROCKET, TEXTURE_ROCKET, 0, 0, 0);
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AddItemAttachment(ROCKETS_ATTACHMENT_ROCKET2, MODEL_RC_ROCKET, TEXTURE_ROCKET, 0, 0, 0);
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AddItemAttachment(ROCKETS_ATTACHMENT_ROCKET3, MODEL_RC_ROCKET, TEXTURE_ROCKET, 0, 0, 0);
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AddItemAttachment(ROCKETS_ATTACHMENT_ROCKET4, MODEL_RC_ROCKET, TEXTURE_ROCKET, 0, 0, 0);
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AddItemAttachment(ROCKETS_ATTACHMENT_ROCKET5, MODEL_RC_ROCKET, TEXTURE_ROCKET, 0, 0, 0);
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SetItemAttachmentAnim(ROCKETS_ATTACHMENT_ROCKET1, ROCKET_ANIM_FORAMMO);
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SetItemAttachmentAnim(ROCKETS_ATTACHMENT_ROCKET2, ROCKET_ANIM_FORAMMO);
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SetItemAttachmentAnim(ROCKETS_ATTACHMENT_ROCKET3, ROCKET_ANIM_FORAMMO);
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SetItemAttachmentAnim(ROCKETS_ATTACHMENT_ROCKET4, ROCKET_ANIM_FORAMMO);
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SetItemAttachmentAnim(ROCKETS_ATTACHMENT_ROCKET5, ROCKET_ANIM_FORAMMO);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(2,2,0.75f) );
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StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f));
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break;
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case AIT_GRENADES:
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m_fValue = 5.0f;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
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m_strDescription.PrintF("Grenades: %d", (int) m_fValue);
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// set appearance
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AddItem(MODEL_GRENADES, TEXTURE_GRENADES, 0, 0, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(4,4,1.0f) );
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StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f));
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break;
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case AIT_ELECTRICITY:
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m_fValue = 50.0f;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
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m_strDescription.PrintF("Electricity: %d", (int) m_fValue);
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// set appearance
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AddItem(MODEL_ELECTRICITY, TEXTURE_ELECTRICITY, TEXTURE_EL_EFFECT, TEXTURE_EL_EFFECT, 0);
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AddItemAttachment(ELECTRICITY_ATTACHMENT_EFFECT1, MODEL_EL_EFFECT, TEXTURE_EL_EFFECT, 0, 0, 0);
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AddItemAttachment(ELECTRICITY_ATTACHMENT_EFFECT2, MODEL_EL_EFFECT, TEXTURE_EL_EFFECT, 0, 0, 0);
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AddItemAttachment(ELECTRICITY_ATTACHMENT_EFFECT3, MODEL_EL_EFFECT2,TEXTURE_EL_EFFECT, 0, 0, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(3,3,0.8f) );
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StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f));
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break;
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/*
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case AIT_NUKEBALL:
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m_fValue = 1.0f;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
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m_strDescription.PrintF("Nuke ball: %d", (int) m_fValue);
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// set appearance
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AddItem(MODEL_CANNONBALL, TEXTURE_NUKEBALL, TEX_REFL_BWRIPLES01, TEX_SPEC_MEDIUM, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.5f,0), FLOAT3D(2,2,0.5f) );
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StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f));
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break;
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*/
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case AIT_IRONBALLS:
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m_fValue = 4.0f;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
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m_strDescription.PrintF("Iron balls: %d", (int) m_fValue);
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// set appearance
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AddItem(MODEL_CANNONBALLS, TEXTURE_IRONBALL, TEX_REFL_DARKMETAL, TEX_SPEC_WEAK, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(5,5,1.3f) );
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StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f));
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break;
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case AIT_NAPALM:
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m_fValue = 100.0f;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
|
||
|
m_strDescription.PrintF("Napalm: %d", (int) m_fValue);
|
||
|
// set appearance
|
||
|
AddItem(MODEL_FL_RESERVOIR, TEXTURE_FL_FUELRESERVOIR, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(3,3,1.0f) );
|
||
|
StretchItem(FLOAT3D(1.25f, 1.25f, 1.25f));
|
||
|
break;
|
||
|
case AIT_SERIOUSPACK:
|
||
|
m_fValue = 1.0f;
|
||
|
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
|
||
|
m_strDescription.PrintF("SeriousPack: %d", (int) m_fValue);
|
||
|
// set appearance
|
||
|
AddItem(MODEL_SERIOUSPACK, TEXTURE_SERIOUSPACK, 0,0,0);
|
||
|
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(2,2,1.3f) );
|
||
|
StretchItem(FLOAT3D(0.5f, 0.5f, 0.5f));
|
||
|
break;
|
||
|
case AIT_BACKPACK:
|
||
|
m_fValue = 1.0f;
|
||
|
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
|
||
|
m_strDescription.PrintF("BackPack: %d", (int) m_fValue);
|
||
|
// set appearance
|
||
|
AddItem(MODEL_BACKPACK, TEXTURE_BACKPACK, 0,0,0);
|
||
|
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(2,2,1.3f) );
|
||
|
StretchItem(FLOAT3D(0.5f, 0.5f, 0.5f));
|
||
|
break;
|
||
|
case AIT_SNIPERBULLETS:
|
||
|
m_fValue = 5.0f;
|
||
|
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
|
||
|
m_strDescription.PrintF("Sniper bullets: %d", (int) m_fValue);
|
||
|
// set appearance
|
||
|
AddItem(MODEL_SNIPER_BULLETS, TEXTURE_SNIPER_BULLETS, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(3,3,1.0f) );
|
||
|
StretchItem(FLOAT3D(1.25f, 1.25f, 1.25f));
|
||
|
break;
|
||
|
default: ASSERTALWAYS("Uknown ammo");
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void AdjustDifficulty(void)
|
||
|
{
|
||
|
m_fValue = ceil(m_fValue*GetSP()->sp_fAmmoQuantity);
|
||
|
|
||
|
if (GetSP()->sp_bInfiniteAmmo && m_penTarget==NULL) {
|
||
|
Destroy();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
procedures:
|
||
|
ItemCollected(EPass epass) : CItem::ItemCollected {
|
||
|
ASSERT(epass.penOther!=NULL);
|
||
|
|
||
|
// if ammo stays
|
||
|
if (GetSP()->sp_bAmmoStays && !(m_bPickupOnce||m_bRespawn)) {
|
||
|
// if already picked by this player
|
||
|
BOOL bWasPicked = MarkPickedBy(epass.penOther);
|
||
|
if (bWasPicked) {
|
||
|
// don't pick again
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// send ammo to entity
|
||
|
EAmmoItem eAmmo;
|
||
|
eAmmo.EaitType = m_EaitType;
|
||
|
eAmmo.iQuantity = (INDEX) m_fValue;
|
||
|
// if health is received
|
||
|
if (epass.penOther->ReceiveItem(eAmmo)) {
|
||
|
// play the pickup sound
|
||
|
m_soPick.Set3DParameters(50.0f, 1.0f, 1.0f, 1.0f);
|
||
|
if(_pNetwork->IsPlayerLocal(epass.penOther)) {IFeel_PlayEffect("PU_Ammo");}
|
||
|
if( (m_EaitType == AIT_SERIOUSPACK) || (m_EaitType == AIT_BACKPACK) )
|
||
|
{
|
||
|
PlaySound(m_soPick, SOUND_DEFAULT, SOF_3D);
|
||
|
CPrintF("^cFF0000^f5Warning!!! Replace old serious pack with new, BackPack entity!^r\n");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PlaySound(m_soPick, SOUND_PICK, SOF_3D);
|
||
|
}
|
||
|
m_fPickSoundLen = GetSoundLength(SOUND_PICK);
|
||
|
if (!GetSP()->sp_bAmmoStays || (m_bPickupOnce||m_bRespawn)) {
|
||
|
jump CItem::ItemReceived();
|
||
|
}
|
||
|
}
|
||
|
return;
|
||
|
};
|
||
|
|
||
|
Main() {
|
||
|
if (m_EaitType==AIT_NUKEBALL /*|| m_EaitType==AIT_NAPALM*/) {
|
||
|
m_EaitType=AIT_SHELLS;
|
||
|
}
|
||
|
Initialize(); // initialize base class
|
||
|
StartModelAnim(ITEMHOLDER_ANIM_MEDIUMOSCILATION, AOF_LOOPING|AOF_NORESTART);
|
||
|
ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
|
||
|
SetProperties(); // set properties
|
||
|
|
||
|
jump CItem::ItemLoop();
|
||
|
};
|
||
|
};
|