/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ 802 %{ #include "StdH.h" #include "Models/Items/ItemHolder/ItemHolder.h" #include "Models/Weapons/Colt/ColtItem.h" #include "Models/Weapons/SingleShotgun/SingleShotgunItem.h" #include "Models/Weapons/DoubleShotgun/DoubleShotgunItem.h" #include "Models/Weapons/TommyGun/TommyGunItem.h" #include "Models/Weapons/MiniGun/MiniGunItem.h" #include "Models/Weapons/GrenadeLauncher/GrenadeLauncherItem.h" #include "Models/Weapons/RocketLauncher/RocketLauncherItem.h" #include "ModelsMP/Weapons/Sniper/SniperItem.h" #include "ModelsMP/Weapons/Sniper/Body.h" #include "ModelsMP/Weapons/Flamer/FlamerItem.h" #include "ModelsMP/Weapons/Chainsaw/ChainsawItem.h" #include "ModelsMP/Weapons/Chainsaw/BladeForPlayer.h" #include "Models/Weapons/Laser/LaserItem.h" #include "Models/Weapons/Cannon/Cannon.h" #include "EntitiesMP/PlayerWeapons.h" %} uses "EntitiesMP/Item"; // weapon type enum WeaponItemType { 1 WIT_COLT "Colt", 2 WIT_SINGLESHOTGUN "Single shotgun", 3 WIT_DOUBLESHOTGUN "Double shotgun", 4 WIT_TOMMYGUN "Tommygun", 5 WIT_MINIGUN "Minigun", 6 WIT_ROCKETLAUNCHER "Rocket launcher", 7 WIT_GRENADELAUNCHER "Grenade launcher", 8 WIT_SNIPER "Sniper", 9 WIT_FLAMER "Flamer", 10 WIT_LASER "Laser", 11 WIT_CHAINSAW "Chainsaw", 12 WIT_CANNON "Cannon", 13 WIT_GHOSTBUSTER "obsolete", }; // event for sending through receive item event EWeaponItem { INDEX iWeapon, // weapon collected INDEX iAmmo, // weapon ammo (used only for leaving weapons, -1 for deafult ammount) BOOL bDropped, // for dropped weapons (can be picked even if weapons stay) }; %{ extern void CPlayerWeapons_Precache(ULONG ulAvailable); %} class CWeaponItem : CItem { name "Weapon Item"; thumbnail "Thumbnails\\WeaponItem.tbn"; properties: 1 enum WeaponItemType m_EwitType "Type" 'Y' = WIT_COLT, // weapon components: 0 class CLASS_BASE "Classes\\Item.ecl", // ************** COLT ************** 30 model MODEL_COLT "Models\\Weapons\\Colt\\ColtItem.mdl", 31 model MODEL_COLTCOCK "Models\\Weapons\\Colt\\ColtCock.mdl", 32 model MODEL_COLTMAIN "Models\\Weapons\\Colt\\ColtMain.mdl", 33 model MODEL_COLTBULLETS "Models\\Weapons\\Colt\\ColtBullets.mdl", 34 texture TEXTURE_COLTMAIN "Models\\Weapons\\Colt\\ColtMain.tex", 35 texture TEXTURE_COLTCOCK "Models\\Weapons\\Colt\\ColtCock.tex", 36 texture TEXTURE_COLTBULLETS "Models\\Weapons\\Colt\\ColtBullets.tex", // ************** SINGLE SHOTGUN ************ 40 model MODEL_SINGLESHOTGUN "Models\\Weapons\\SingleShotgun\\SingleShotgunItem.mdl", 41 model MODEL_SS_SLIDER "Models\\Weapons\\SingleShotgun\\Slider.mdl", 42 model MODEL_SS_HANDLE "Models\\Weapons\\SingleShotgun\\Handle.mdl", 43 model MODEL_SS_BARRELS "Models\\Weapons\\SingleShotgun\\Barrels.mdl", 44 texture TEXTURE_SS_HANDLE "Models\\Weapons\\SingleShotgun\\Handle.tex", 45 texture TEXTURE_SS_BARRELS "Models\\Weapons\\SingleShotgun\\Barrels.tex", // ************** DOUBLE SHOTGUN ************** 50 model MODEL_DOUBLESHOTGUN "Models\\Weapons\\DoubleShotgun\\DoubleShotgunItem.mdl", 51 model MODEL_DS_HANDLE "Models\\Weapons\\DoubleShotgun\\Dshotgunhandle.mdl", 52 model MODEL_DS_BARRELS "Models\\Weapons\\DoubleShotgun\\Dshotgunbarrels.mdl", 54 model MODEL_DS_SWITCH "Models\\Weapons\\DoubleShotgun\\Switch.mdl", 56 texture TEXTURE_DS_HANDLE "Models\\Weapons\\DoubleShotgun\\Handle.tex", 57 texture TEXTURE_DS_BARRELS "Models\\Weapons\\DoubleShotgun\\Barrels.tex", 58 texture TEXTURE_DS_SWITCH "Models\\Weapons\\DoubleShotgun\\Switch.tex", // ************** TOMMYGUN ************** 70 model MODEL_TOMMYGUN "Models\\Weapons\\TommyGun\\TommyGunItem.mdl", 71 model MODEL_TG_BODY "Models\\Weapons\\TommyGun\\Body.mdl", 72 model MODEL_TG_SLIDER "Models\\Weapons\\TommyGun\\Slider.mdl", 73 texture TEXTURE_TG_BODY "Models\\Weapons\\TommyGun\\Body.tex", // ************** MINIGUN ************** 80 model MODEL_MINIGUN "Models\\Weapons\\MiniGun\\MiniGunItem.mdl", 81 model MODEL_MG_BARRELS "Models\\Weapons\\MiniGun\\Barrels.mdl", 82 model MODEL_MG_BODY "Models\\Weapons\\MiniGun\\Body.mdl", 83 model MODEL_MG_ENGINE "Models\\Weapons\\MiniGun\\Engine.mdl", 84 texture TEXTURE_MG_BODY "Models\\Weapons\\MiniGun\\Body.tex", 99 texture TEXTURE_MG_BARRELS "Models\\Weapons\\MiniGun\\Barrels.tex", // ************** ROCKET LAUNCHER ************** 90 model MODEL_ROCKETLAUNCHER "Models\\Weapons\\RocketLauncher\\RocketLauncherItem.mdl", 91 model MODEL_RL_BODY "Models\\Weapons\\RocketLauncher\\Body.mdl", 92 texture TEXTURE_RL_BODY "Models\\Weapons\\RocketLauncher\\Body.tex", 93 model MODEL_RL_ROTATINGPART "Models\\Weapons\\RocketLauncher\\RotatingPart.mdl", 94 texture TEXTURE_RL_ROTATINGPART "Models\\Weapons\\RocketLauncher\\RotatingPart.tex", 95 model MODEL_RL_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.mdl", 96 texture TEXTURE_RL_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.tex", // ************** GRENADE LAUNCHER ************** 100 model MODEL_GRENADELAUNCHER "Models\\Weapons\\GrenadeLauncher\\GrenadeLauncherItem.mdl", 101 model MODEL_GL_BODY "Models\\Weapons\\GrenadeLauncher\\Body.mdl", 102 model MODEL_GL_MOVINGPART "Models\\Weapons\\GrenadeLauncher\\MovingPipe.mdl", 103 model MODEL_GL_GRENADE "Models\\Weapons\\GrenadeLauncher\\GrenadeBack.mdl", 104 texture TEXTURE_GL_BODY "Models\\Weapons\\GrenadeLauncher\\Body.tex", 105 texture TEXTURE_GL_MOVINGPART "Models\\Weapons\\GrenadeLauncher\\MovingPipe.tex", // ************** SNIPER ************** 110 model MODEL_SNIPER "ModelsMP\\Weapons\\Sniper\\Sniper.mdl", 111 model MODEL_SNIPER_BODY "ModelsMP\\Weapons\\Sniper\\Body.mdl", 112 texture TEXTURE_SNIPER_BODY "ModelsMP\\Weapons\\Sniper\\Body.tex", // ************** FLAMER ************** 130 model MODEL_FLAMER "ModelsMP\\Weapons\\Flamer\\FlamerItem.mdl", 131 model MODEL_FL_BODY "ModelsMP\\Weapons\\Flamer\\Body.mdl", 132 model MODEL_FL_RESERVOIR "ModelsMP\\Weapons\\Flamer\\FuelReservoir.mdl", 133 model MODEL_FL_FLAME "ModelsMP\\Weapons\\Flamer\\Flame.mdl", 134 texture TEXTURE_FL_BODY "ModelsMP\\Weapons\\Flamer\\Body.tex", 135 texture TEXTURE_FL_FLAME "ModelsMP\\Effects\\Flame\\Flame.tex", 136 texture TEXTURE_FL_FUELRESERVOIR "ModelsMP\\Weapons\\Flamer\\FuelReservoir.tex", // ************** LASER ************** 140 model MODEL_LASER "Models\\Weapons\\Laser\\LaserItem.mdl", 141 model MODEL_LS_BODY "Models\\Weapons\\Laser\\Body.mdl", 142 model MODEL_LS_BARREL "Models\\Weapons\\Laser\\Barrel.mdl", 143 texture TEXTURE_LS_BODY "Models\\Weapons\\Laser\\Body.tex", 144 texture TEXTURE_LS_BARREL "Models\\Weapons\\Laser\\Barrel.tex", // ************** CHAINSAW ************** 150 model MODEL_CHAINSAW "ModelsMP\\Weapons\\Chainsaw\\ChainsawItem.mdl", 151 model MODEL_CS_BODY "ModelsMP\\Weapons\\Chainsaw\\Body.mdl", 152 model MODEL_CS_BLADE "ModelsMP\\Weapons\\Chainsaw\\Blade.mdl", 153 model MODEL_CS_TEETH "ModelsMP\\Weapons\\Chainsaw\\Teeth.mdl", 154 texture TEXTURE_CS_BODY "ModelsMP\\Weapons\\Chainsaw\\Body.tex", 155 texture TEXTURE_CS_BLADE "ModelsMP\\Weapons\\Chainsaw\\Blade.tex", 156 texture TEXTURE_CS_TEETH "ModelsMP\\Weapons\\Chainsaw\\Teeth.tex", // ************** CANNON ************** 170 model MODEL_CANNON "Models\\Weapons\\Cannon\\Cannon.mdl", 171 model MODEL_CN_BODY "Models\\Weapons\\Cannon\\Body.mdl", 173 texture TEXTURE_CANNON "Models\\Weapons\\Cannon\\Body.tex", // ************** FLARE FOR EFFECT ************** 190 texture TEXTURE_FLARE "Models\\Items\\Flares\\Flare.tex", 191 model MODEL_FLARE "Models\\Items\\Flares\\Flare.mdl", // ************** REFLECTIONS ************** 200 texture TEX_REFL_BWRIPLES01 "Models\\ReflectionTextures\\BWRiples01.tex", 201 texture TEX_REFL_BWRIPLES02 "Models\\ReflectionTextures\\BWRiples02.tex", 202 texture TEX_REFL_LIGHTMETAL01 "Models\\ReflectionTextures\\LightMetal01.tex", 203 texture TEX_REFL_LIGHTBLUEMETAL01 "Models\\ReflectionTextures\\LightBlueMetal01.tex", 204 texture TEX_REFL_DARKMETAL "Models\\ReflectionTextures\\DarkMetal.tex", 205 texture TEX_REFL_PURPLE01 "Models\\ReflectionTextures\\Purple01.tex", // ************** SPECULAR ************** 210 texture TEX_SPEC_WEAK "Models\\SpecularTextures\\Weak.tex", 211 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex", 212 texture TEX_SPEC_STRONG "Models\\SpecularTextures\\Strong.tex", // ************** SOUNDS ************** 213 sound SOUND_PICK "Sounds\\Items\\Weapon.wav", functions: void Precache(void) { PrecacheSound(SOUND_PICK); switch (m_EwitType) { case WIT_COLT: CPlayerWeapons_Precache(1<<(INDEX(WEAPON_COLT )-1)); break; case WIT_SINGLESHOTGUN: CPlayerWeapons_Precache(1<<(INDEX(WEAPON_SINGLESHOTGUN )-1)); break; case WIT_DOUBLESHOTGUN: CPlayerWeapons_Precache(1<<(INDEX(WEAPON_DOUBLESHOTGUN )-1)); break; case WIT_TOMMYGUN: CPlayerWeapons_Precache(1<<(INDEX(WEAPON_TOMMYGUN )-1)); break; case WIT_MINIGUN: CPlayerWeapons_Precache(1<<(INDEX(WEAPON_MINIGUN )-1)); break; case WIT_ROCKETLAUNCHER: CPlayerWeapons_Precache(1<<(INDEX(WEAPON_ROCKETLAUNCHER )-1)); break; case WIT_GRENADELAUNCHER: CPlayerWeapons_Precache(1<<(INDEX(WEAPON_GRENADELAUNCHER)-1)); break; case WIT_SNIPER: CPlayerWeapons_Precache(1<<(INDEX(WEAPON_SNIPER )-1)); break; case WIT_FLAMER: CPlayerWeapons_Precache(1<<(INDEX(WEAPON_FLAMER )-1)); break; case WIT_CHAINSAW: CPlayerWeapons_Precache(1<<(INDEX(WEAPON_CHAINSAW )-1)); break; case WIT_LASER: CPlayerWeapons_Precache(1<<(INDEX(WEAPON_LASER )-1)); break; case WIT_CANNON: CPlayerWeapons_Precache(1<<(INDEX(WEAPON_IRONCANNON )-1)); break; } } /* Fill in entity statistics - for AI purposes only */ BOOL FillEntityStatistics(EntityStats *pes) { pes->es_strName = m_strDescription; pes->es_ctCount = 1; pes->es_ctAmmount = 1; pes->es_fValue = 1; pes->es_iScore = 0;//m_iScore; return TRUE; } // render particles void RenderParticles(void) { // no particles when not existing or in DM modes if (GetRenderType()!=CEntity::RT_MODEL || GetSP()->sp_gmGameMode>CSessionProperties::GM_COOPERATIVE || !ShowItemParticles()) { return; } switch (m_EwitType) { case WIT_COLT: Particles_Atomic(this, 1.5f, 1.5f, PT_STAR07, 12); break; case WIT_SINGLESHOTGUN: Particles_Atomic(this, 1.5f, 1.5f, PT_STAR07, 12); break; case WIT_DOUBLESHOTGUN: Particles_Atomic(this, 1.5f, 1.5f, PT_STAR07, 12); break; case WIT_TOMMYGUN: Particles_Atomic(this, 1.5f, 1.5f, PT_STAR07, 12); break; case WIT_MINIGUN: Particles_Atomic(this, 1.5f, 1.5f, PT_STAR07, 12); break; case WIT_ROCKETLAUNCHER: Particles_Atomic(this, 1.5f, 1.5f, PT_STAR07, 12); break; case WIT_GRENADELAUNCHER: Particles_Atomic(this, 1.5f, 1.5f, PT_STAR07, 12); break; case WIT_SNIPER: Particles_Atomic(this, 1.5f, 1.5f, PT_STAR07, 12); break; case WIT_FLAMER: Particles_Atomic(this, 1.5f, 1.5f, PT_STAR07, 12); break; case WIT_CHAINSAW: Particles_Atomic(this, 1.5f, 1.5f, PT_STAR07, 12); break; case WIT_LASER: Particles_Atomic(this, 1.5f, 1.5f, PT_STAR07, 12); break; case WIT_GHOSTBUSTER: Particles_Atomic(this, 1.5f, 1.5f, PT_STAR07, 12); break; case WIT_CANNON: Particles_Atomic(this, 1.5f, 1.5f, PT_STAR07, 12); break; } } // set weapon properties depending on weapon type void SetProperties(void) { BOOL bDM = FALSE;//m_bRespawn || m_bDropped; FLOAT3D vDMStretch = FLOAT3D( 2.0f, 2.0f, 2.0f); switch (m_EwitType) { // *********** COLT *********** case WIT_COLT: m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f; m_strDescription.PrintF("Colt"); AddItem(MODEL_COLT, TEXTURE_COLTMAIN, 0, 0, 0); AddItemAttachment(COLTITEM_ATTACHMENT_BULLETS, MODEL_COLTBULLETS, TEXTURE_COLTBULLETS, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(COLTITEM_ATTACHMENT_COCK, MODEL_COLTCOCK, TEXTURE_COLTCOCK, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(COLTITEM_ATTACHMENT_BODY, MODEL_COLTMAIN, TEXTURE_COLTMAIN, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); StretchItem( bDM ? vDMStretch : FLOAT3D(4.5f, 4.5f, 4.5f)); break; // *********** SINGLE SHOTGUN *********** case WIT_SINGLESHOTGUN: m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f; m_strDescription.PrintF("Single Shotgun"); AddItem(MODEL_SINGLESHOTGUN, TEXTURE_SS_HANDLE, 0, 0, 0); AddItemAttachment(SINGLESHOTGUNITEM_ATTACHMENT_BARRELS, MODEL_SS_BARRELS, TEXTURE_SS_BARRELS, TEX_REFL_DARKMETAL, TEX_SPEC_WEAK, 0); AddItemAttachment(SINGLESHOTGUNITEM_ATTACHMENT_HANDLE, MODEL_SS_HANDLE, TEXTURE_SS_HANDLE, TEX_REFL_DARKMETAL, TEX_SPEC_MEDIUM, 0); AddItemAttachment(SINGLESHOTGUNITEM_ATTACHMENT_SLIDER, MODEL_SS_SLIDER, TEXTURE_SS_BARRELS, TEX_REFL_DARKMETAL, TEX_SPEC_MEDIUM, 0); StretchItem( bDM ? vDMStretch : (FLOAT3D(3.5f, 3.5f, 3.5f)) ); break; // *********** DOUBLE SHOTGUN *********** case WIT_DOUBLESHOTGUN: m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f; m_strDescription.PrintF("Double Shotgun"); AddItem(MODEL_DOUBLESHOTGUN, TEXTURE_DS_HANDLE, 0, 0, 0); AddItemAttachment(DOUBLESHOTGUNITEM_ATTACHMENT_BARRELS, MODEL_DS_BARRELS, TEXTURE_DS_BARRELS, TEX_REFL_BWRIPLES01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(DOUBLESHOTGUNITEM_ATTACHMENT_HANDLE, MODEL_DS_HANDLE, TEXTURE_DS_HANDLE, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(DOUBLESHOTGUNITEM_ATTACHMENT_SWITCH, MODEL_DS_SWITCH, TEXTURE_DS_SWITCH, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); StretchItem( bDM ? vDMStretch : (FLOAT3D(3.0f, 3.0f, 3.0f))); break; // *********** TOMMYGUN *********** case WIT_TOMMYGUN: m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f; m_strDescription.PrintF("Tommygun"); AddItem(MODEL_TOMMYGUN, TEXTURE_TG_BODY, 0, 0, 0); AddItemAttachment(TOMMYGUNITEM_ATTACHMENT_BODY, MODEL_TG_BODY, TEXTURE_TG_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(TOMMYGUNITEM_ATTACHMENT_SLIDER, MODEL_TG_SLIDER, TEXTURE_TG_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); StretchItem( bDM ? vDMStretch : (FLOAT3D(3.0f, 3.0f, 3.0f))); break; // *********** MINIGUN *********** case WIT_MINIGUN: m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f; m_strDescription.PrintF("Minigun"); AddItem(MODEL_MINIGUN, TEXTURE_MG_BODY, 0, 0, 0); AddItemAttachment(MINIGUNITEM_ATTACHMENT_BARRELS, MODEL_MG_BARRELS, TEXTURE_MG_BARRELS, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(MINIGUNITEM_ATTACHMENT_BODY, MODEL_MG_BODY, TEXTURE_MG_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(MINIGUNITEM_ATTACHMENT_ENGINE, MODEL_MG_ENGINE, TEXTURE_MG_BARRELS, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); StretchItem( bDM ? vDMStretch : (FLOAT3D(1.75f, 1.75f, 1.75f))); break; // *********** ROCKET LAUNCHER *********** case WIT_ROCKETLAUNCHER: m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f; m_strDescription.PrintF("Rocket launcher"); AddItem(MODEL_ROCKETLAUNCHER, TEXTURE_RL_BODY, 0, 0, 0); AddItemAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_BODY, MODEL_RL_BODY, TEXTURE_RL_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_ROTATINGPART, MODEL_RL_ROTATINGPART, TEXTURE_RL_ROTATINGPART, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET1, MODEL_RL_ROCKET, TEXTURE_RL_ROCKET, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET2, MODEL_RL_ROCKET, TEXTURE_RL_ROCKET, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET3, MODEL_RL_ROCKET, TEXTURE_RL_ROCKET, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET4, MODEL_RL_ROCKET, TEXTURE_RL_ROCKET, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); StretchItem( bDM ? vDMStretch : (FLOAT3D(2.5f, 2.5f, 2.5f))); break; // *********** GRENADE LAUNCHER *********** case WIT_GRENADELAUNCHER: m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f; m_strDescription.PrintF("Grenade launcher"); AddItem(MODEL_GRENADELAUNCHER, TEXTURE_GL_BODY, 0, 0, 0); AddItemAttachment(GRENADELAUNCHERITEM_ATTACHMENT_BODY, MODEL_GL_BODY, TEXTURE_GL_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(GRENADELAUNCHERITEM_ATTACHMENT_MOVING_PART, MODEL_GL_MOVINGPART, TEXTURE_GL_MOVINGPART, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(GRENADELAUNCHERITEM_ATTACHMENT_GRENADE, MODEL_GL_GRENADE, TEXTURE_GL_MOVINGPART, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); StretchItem( bDM ? vDMStretch : (FLOAT3D(2.5f, 2.5f, 2.5f))); break; // *********** SNIPER *********** case WIT_SNIPER: m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f; m_strDescription.PrintF("Sniper"); AddItem(MODEL_SNIPER, TEXTURE_SNIPER_BODY, 0, 0, 0); AddItemAttachment(SNIPERITEM_ATTACHMENT_BODY, MODEL_SNIPER_BODY, TEXTURE_SNIPER_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); SetItemAttachmentAnim(SNIPERITEM_ATTACHMENT_BODY, BODY_ANIM_FORITEM1); StretchItem( bDM ? vDMStretch : (FLOAT3D(3.0f, 3.0f, 3.0f))); break; // *********** FLAMER *********** case WIT_FLAMER: m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f; m_strDescription.PrintF("Flamer"); AddItem(MODEL_FLAMER, TEXTURE_FL_BODY, 0, 0, 0); AddItemAttachment(FLAMERITEM_ATTACHMENT_BODY, MODEL_FL_BODY, TEXTURE_FL_BODY, TEX_REFL_BWRIPLES02, TEX_SPEC_MEDIUM, 0); AddItemAttachment(FLAMERITEM_ATTACHMENT_FUEL, MODEL_FL_RESERVOIR, TEXTURE_FL_FUELRESERVOIR, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(FLAMERITEM_ATTACHMENT_FLAME, MODEL_FL_FLAME, TEXTURE_FL_FLAME, 0, 0, 0); StretchItem( bDM ? vDMStretch : (FLOAT3D(2.5f, 2.5f, 2.5f))); break; // *********** CHAINSAW *********** case WIT_CHAINSAW: { m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f; m_strDescription.PrintF("Chainsaw"); AddItem(MODEL_CHAINSAW, TEXTURE_CS_BODY, 0, 0, 0); AddItemAttachment(CHAINSAWITEM_ATTACHMENT_CHAINSAW, MODEL_CS_BODY, TEXTURE_CS_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(CHAINSAWITEM_ATTACHMENT_BLADE, MODEL_CS_BLADE, TEXTURE_CS_BLADE, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); CModelObject *pmoMain, *pmo; pmoMain = &(GetModelObject()->GetAttachmentModel(ITEMHOLDER_ATTACHMENT_ITEM)->amo_moModelObject); pmo = &(pmoMain->GetAttachmentModel(CHAINSAWITEM_ATTACHMENT_BLADE)->amo_moModelObject); AddAttachmentToModel(this, *pmo, BLADEFORPLAYER_ATTACHMENT_TEETH, MODEL_CS_TEETH, TEXTURE_CS_TEETH, 0, 0, 0); StretchItem( bDM ? vDMStretch : (FLOAT3D(2.0f, 2.0f, 2.0f))); break; } // *********** LASER *********** case WIT_LASER: m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f; m_strDescription.PrintF("Laser"); AddItem(MODEL_LASER, TEXTURE_LS_BODY, 0, 0, 0); AddItemAttachment(LASERITEM_ATTACHMENT_BODY, MODEL_LS_BODY, TEXTURE_LS_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(LASERITEM_ATTACHMENT_LEFTUP, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(LASERITEM_ATTACHMENT_LEFTDOWN, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(LASERITEM_ATTACHMENT_RIGHTUP, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddItemAttachment(LASERITEM_ATTACHMENT_RIGHTDOWN, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); StretchItem( bDM ? vDMStretch : (FLOAT3D(2.5f, 2.5f, 2.5f))); break; // *********** CANNON *********** case WIT_CANNON: m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f; m_strDescription.PrintF("Cannon"); AddItem(MODEL_CANNON, TEXTURE_CANNON, 0, 0, 0); AddItemAttachment(CANNON_ATTACHMENT_BODY, MODEL_CN_BODY, TEXTURE_CANNON, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); // AddItemAttachment(CANNON_ATTACHMENT_NUKEBOX, MODEL_CN_NUKEBOX, TEXTURE_CANNON, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); // AddItemAttachment(CANNON_ATTACHMENT_LIGHT, MODEL_CN_LIGHT, TEXTURE_CANNON, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); StretchItem( bDM ? vDMStretch : (FLOAT3D(3.0f, 3.0f, 3.0f))); break; } // add flare AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(3,3,0.3f) ); }; procedures: ItemCollected(EPass epass) : CItem::ItemCollected { ASSERT(epass.penOther!=NULL); // if weapons stays if (GetSP()->sp_bWeaponsStay && !(m_bPickupOnce||m_bRespawn)) { // if already picked by this player BOOL bWasPicked = MarkPickedBy(epass.penOther); if (bWasPicked) { // don't pick again return; } } // send weapon to entity EWeaponItem eWeapon; eWeapon.iWeapon = m_EwitType; eWeapon.iAmmo = -1; // use default ammo amount eWeapon.bDropped = m_bDropped; // if weapon is received if (epass.penOther->ReceiveItem(eWeapon)) { if(_pNetwork->IsPlayerLocal(epass.penOther)) {IFeel_PlayEffect("PU_Weapon");} // play the pickup sound m_soPick.Set3DParameters(50.0f, 1.0f, 1.0f, 1.0f); PlaySound(m_soPick, SOUND_PICK, SOF_3D); m_fPickSoundLen = GetSoundLength(SOUND_PICK); if (!GetSP()->sp_bWeaponsStay || m_bDropped || (m_bPickupOnce||m_bRespawn)) { jump CItem::ItemReceived(); } } return; }; Main() { if ( m_EwitType==WIT_GHOSTBUSTER) { m_EwitType=WIT_LASER; } Initialize(); // initialize base class StartModelAnim(ITEMHOLDER_ANIM_BIGOSCILATION, AOF_LOOPING|AOF_NORESTART); ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_BIG); SetProperties(); // set properties if (!m_bDropped) { jump CItem::ItemLoop(); } else if (TRUE) { wait() { on (EBegin) : { SpawnReminder(this, m_fRespawnTime, 0); call CItem::ItemLoop(); } on (EReminder) : { SendEvent(EEnd()); resume; } } } }; };