806 %{ #include "Entities/StdH/StdH.h" #include "Models/Items/ItemHolder/ItemHolder.h" %} uses "Entities/Item"; // ammo type enum AmmoPackType { 1 APT_CUSTOM "Custom pack", 2 APT_SERIOUS "Serious pack", }; // event for sending through receive item event EAmmoPackItem { INDEX iShells, INDEX iBullets, INDEX iRockets, INDEX iGrenades, // INDEX iNapalm, INDEX iElectricity, INDEX iIronBalls, // INDEX iNukeBalls, }; class CAmmoPack : CItem { name "Ammo Pack"; thumbnail "Thumbnails\\AmmoPack.tbn"; properties: 1 enum AmmoPackType m_aptPackType "Type" 'Y' = APT_CUSTOM, // pack type 10 INDEX m_iShells "Shells" 'S' = MAX_SHELLS, 11 INDEX m_iBullets "Bullets" 'B' = MAX_BULLETS, 12 INDEX m_iRockets "Rockets" 'C' = MAX_ROCKETS, 13 INDEX m_iGrenades "Grenades" 'G' = MAX_GRENADES, // 14 INDEX m_iNapalm "Napalm" 'P' = MAX_NAPALM, 15 INDEX m_iElectricity "Electricity" 'E' = MAX_ELECTRICITY, 16 INDEX m_iIronBalls "Iron balls" 'I' = MAX_IRONBALLS, // 17 INDEX m_iNukeBalls "Nuke balls" 'U' = MAX_NUKEBALLS, components: 0 class CLASS_BASE "Classes\\Item.ecl", // ********* BACK PACK ********* 60 model MODEL_BACKPACK "Models\\Items\\PowerUps\\BackPack\\BackPack.mdl", 61 texture TEXTURE_BACKPACK "Models\\Items\\PowerUps\\BackPack\\BackPack.tex", // ********* SERIOUS PACK ********* 70 model MODEL_SERIOUSPACK "Models\\Items\\PowerUps\\SeriousPack\\SeriousPack.mdl", 71 texture TEXTURE_SERIOUSPACK "Models\\Items\\PowerUps\\SeriousPack\\SeriousPack.tex", // ************** FLARE FOR EFFECT ************** 100 texture TEXTURE_FLARE "Models\\Items\\Flares\\Flare.tex", 101 model MODEL_FLARE "Models\\Items\\Flares\\Flare.mdl", // ************** SOUNDS ************** 213 sound SOUND_PICK "Sounds\\Items\\Ammo.wav", functions: void Precache(void) { PrecacheSound(SOUND_PICK); } // 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; } Particles_Spiral(this, 3.0f*0.5, 2.5f*0.5, PT_STAR04, 10); } /* Fill in entity statistics - for AI purposes only */ BOOL FillEntityStatistics(EntityStats *pes) { pes->es_ctCount = 1; pes->es_ctAmmount = 1; // compile description // pes->es_strName.PrintF("Back pack: %d Shells, %d Bullets, %d Rockets, %d Grenades, %d Napalm, %d Electricity, %d Iron balls, %d Nuke balls", // m_iShells, m_iBullets, m_iRockets, m_iGrenades, m_iNapalm, m_iElectricity, m_iIronBalls, m_iNukeBalls); pes->es_strName.PrintF("Back pack: %d Shells, %d Bullets, %d Rockets, %d Grenades, %d Electricity, %d Iron balls", m_iShells, m_iBullets, m_iRockets, m_iGrenades, m_iElectricity, m_iIronBalls); // calculate value pes->es_fValue = m_iShells*AV_SHELLS + m_iBullets*AV_BULLETS + m_iRockets*AV_ROCKETS + m_iGrenades*AV_GRENADES + // m_iNapalm*AV_NAPALM + m_iElectricity*AV_ELECTRICITY + m_iIronBalls*AV_IRONBALLS /*+ m_iNukeBalls*AV_NUKEBALLS*/; pes->es_iScore = 0; return TRUE; } // set ammo properties depending on ammo type void SetProperties(void) { switch (m_aptPackType) { case APT_SERIOUS: m_strDescription = "Serious:"; // 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 APT_CUSTOM: m_strDescription = "Custom:"; // 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; default: ASSERTALWAYS("Uknown ammo"); } m_fValue = 1.0f; m_fRespawnTime = 30.0f; if( m_iShells != 0) {m_strDescription.PrintF("%s: Shells (%d)", (const char *) m_strDescription, m_iShells);} if( m_iBullets != 0) {m_strDescription.PrintF("%s: Bullets (%d)", (const char *) m_strDescription, m_iBullets);} if( m_iRockets != 0) {m_strDescription.PrintF("%s: Rockets (%d)", (const char *) m_strDescription, m_iRockets);} if( m_iGrenades != 0) {m_strDescription.PrintF("%s: Grenades (%d)", (const char *) m_strDescription, m_iGrenades);} // if( m_iNapalm != 0) {m_strDescription.PrintF("%s: Napalm (%d)", (const char *) m_strDescription, m_iNapalm);} if( m_iElectricity != 0) {m_strDescription.PrintF("%s: Electricity (%d)", (const char *) m_strDescription, m_iElectricity);} if( m_iIronBalls != 0) {m_strDescription.PrintF("%s: Iron balls (%d)", (const char *) m_strDescription, m_iIronBalls);} // if( m_iNukeBalls != 0) {m_strDescription.PrintF("%s: Nuke balls (%d)", (const char *) m_strDescription, m_iNukeBalls);} } 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) { // if already picked by this player BOOL bWasPicked = MarkPickedBy(epass.penOther); if (bWasPicked) { // don't pick again return; } } // send ammo to entity EAmmoPackItem eAmmo; eAmmo.iShells = m_iShells; eAmmo.iBullets = m_iBullets; eAmmo.iRockets = m_iRockets; eAmmo.iGrenades = m_iGrenades; // eAmmo.iNapalm = m_iNapalm; eAmmo.iElectricity = m_iElectricity; eAmmo.iIronBalls = m_iIronBalls; // eAmmo.iNukeBalls = m_iNukeBalls; // if health is received if (epass.penOther->ReceiveItem(eAmmo)) { // 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_bAmmoStays || m_bPickupOnce) { jump CItem::ItemReceived(); } } return; }; Main() { m_iShells = Clamp( m_iShells, INDEX(0), MAX_SHELLS); m_iBullets = Clamp( m_iBullets, INDEX(0), MAX_BULLETS); m_iRockets = Clamp( m_iRockets, INDEX(0), MAX_ROCKETS); m_iGrenades = Clamp( m_iGrenades, INDEX(0), MAX_GRENADES); // m_iNapalm = Clamp( m_iNapalm, INDEX(0), MAX_NAPALM); m_iElectricity = Clamp( m_iElectricity, INDEX(0), MAX_ELECTRICITY); m_iIronBalls = Clamp( m_iIronBalls, INDEX(0), MAX_IRONBALLS); // m_iNukeBalls = Clamp( m_iNukeBalls, INDEX(0), MAX_NUKEBALLS); Initialize(); // initialize base class StartModelAnim(ITEMHOLDER_ANIM_MEDIUMOSCILATION, AOF_LOOPING|AOF_NORESTART); ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM); SetProperties(); // set properties jump CItem::ItemLoop(); }; };