804 %{ #include "Entities/StdH/StdH.h" #include "Models/Items/ItemHolder/ItemHolder.h" %} uses "Entities/Item"; // health type enum ArmorItemType { 0 ARIT_SHARD "Shard", // shard 1 ARIT_SMALL "Small", // small armor 2 ARIT_MEDIUM "Medium", // medium armor 3 ARIT_STRONG "Strong", // strong armor 4 ARIT_SUPER "Super", // super armor }; // event for sending through receive item event EArmor { FLOAT fArmor, // armor to receive BOOL bOverTopArmor, // can be received over top armor }; class CArmorItem : CItem { name "Armor Item"; thumbnail "Thumbnails\\ArmorItem.tbn"; properties: 1 enum ArmorItemType m_EaitType "Type" 'Y' = ARIT_SHARD, // armor type 2 BOOL m_bOverTopArmor = FALSE, // can be received over top armor 3 INDEX m_iSoundComponent = 0, components: 0 class CLASS_BASE "Classes\\Item.ecl", // ********* SHARD ********* 1 model MODEL_1 "Models\\Items\\Armor\\Armor_1.mdl", 2 texture TEXTURE_1 "Models\\Items\\Armor\\Armor_1.tex", // ********* SMALL ARMOR ********* 10 model MODEL_25 "Models\\Items\\Armor\\Armor_25.mdl", 11 texture TEXTURE_25 "Models\\Items\\Armor\\Armor_25.tex", // ********* MEDIUM ARMOR ********* 20 model MODEL_50 "Models\\Items\\Armor\\Armor_50.mdl", 21 texture TEXTURE_50 "Models\\Items\\Armor\\Armor_50.tex", // ********* STRONG ARMOR ********* 22 model MODEL_100 "Models\\Items\\Armor\\Armor_100.mdl", 23 texture TEXTURE_100 "Models\\Items\\Armor\\Armor_100.tex", // ********* SUPER ARMOR ********* 40 model MODEL_200 "Models\\Items\\Armor\\Armor_200.mdl", 41 texture TEXTURE_200 "Models\\Items\\Armor\\Armor_200.tex", // ************** FLARE FOR EFFECT ************** 100 texture TEXTURE_FLARE "Models\\Items\\Flares\\Flare.tex", 101 model MODEL_FLARE "Models\\Items\\Flares\\Flare.mdl", // ************** REFLECTIONS ************** 200 texture TEX_REFL_LIGHTMETAL01 "Models\\ReflectionTextures\\LightMetal01.tex", // ************** SPECULAR ************** 210 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex", // ************** SOUNDS ************** 301 sound SOUND_SHARD "Sounds\\Items\\ArmourShard.wav", 302 sound SOUND_SMALL "Sounds\\Items\\ArmourSmall.wav", 303 sound SOUND_MEDIUM "Sounds\\Items\\ArmourMedium.wav", 304 sound SOUND_STRONG "Sounds\\Items\\ArmourStrong.wav", 305 sound SOUND_SUPER "Sounds\\Items\\ArmourSuper.wav", functions: void Precache(void) { switch (m_EaitType) { case ARIT_SHARD: PrecacheSound(SOUND_SHARD ); break; case ARIT_SMALL: PrecacheSound(SOUND_SMALL ); break; case ARIT_MEDIUM: PrecacheSound(SOUND_MEDIUM); break; case ARIT_STRONG: PrecacheSound(SOUND_STRONG); break; case ARIT_SUPER: PrecacheSound(SOUND_SUPER ); break; } } /* Fill in entity statistics - for AI purposes only */ BOOL FillEntityStatistics(EntityStats *pes) { pes->es_strName = "Armor"; pes->es_ctCount = 1; pes->es_ctAmmount = m_fValue; pes->es_fValue = m_fValue*2; pes->es_iScore = 0;//m_iScore; switch (m_EaitType) { case ARIT_SHARD: pes->es_strName+=" shard"; break; case ARIT_SMALL: pes->es_strName+=" small";break; case ARIT_MEDIUM: pes->es_strName+=" medium";break; case ARIT_STRONG: pes->es_strName+=" strong";break; case ARIT_SUPER: pes->es_strName+=" super";break; } 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_EaitType) { case ARIT_SHARD: Particles_Emanate(this, 0.75f*0.75, 0.75f*0.75, PT_STAR04, 8); break; case ARIT_SMALL: Particles_Emanate(this, 1.0f*0.75, 1.0f*0.75, PT_STAR04, 32); break; case ARIT_MEDIUM: Particles_Emanate(this, 1.5f*0.75, 1.5f*0.75, PT_STAR04, 64); break; case ARIT_STRONG: Particles_Emanate(this, 2.0f*0.75, 1.25f*0.75, PT_STAR04, 96); break; case ARIT_SUPER: Particles_Emanate(this, 2.5f*0.75, 1.5f*0.75, PT_STAR04, 128); break; } } // set health properties depending on health type void SetProperties(void) { switch (m_EaitType) { case ARIT_SHARD: ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_SMALL); m_fValue = 1.0f; m_bOverTopArmor = TRUE; m_fRespawnTime = 10.0f; m_strDescription.PrintF("Shard - H:%g T:%g", m_fValue, m_fRespawnTime); // set appearance AddItem(MODEL_1, TEXTURE_1, 0, TEX_SPEC_MEDIUM, 0); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.4f,0), FLOAT3D(1.0,1.0,0.3f) ); StretchItem(FLOAT3D(0.75f*0.75, 0.75f*0.75, 0.75f*0.75)); m_iSoundComponent = SOUND_SHARD; break; case ARIT_SMALL: ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM); m_fValue = 25.0f; m_bOverTopArmor = FALSE; m_fRespawnTime = 10.0f; m_strDescription.PrintF("Small - H:%g T:%g", m_fValue, m_fRespawnTime); // set appearance AddItem(MODEL_25, TEXTURE_25, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(2,2,0.5f) ); StretchItem(FLOAT3D(2.0f, 2.0f, 2.0f)); m_iSoundComponent = SOUND_SMALL; break; case ARIT_MEDIUM: { ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM); m_fValue = 50.0f; m_bOverTopArmor = FALSE; m_fRespawnTime = 25.0f; m_strDescription.PrintF("Medium - H:%g T:%g", m_fValue, m_fRespawnTime); // set appearance AddItem(MODEL_50, TEXTURE_50, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,1.0f,0), FLOAT3D(3,3,0.5f) ); StretchItem(FLOAT3D(2.0f, 2.0f, 2.0f)); m_iSoundComponent = SOUND_MEDIUM; } break; case ARIT_STRONG: ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM); m_fValue = 100.0f; m_bOverTopArmor = FALSE; m_fRespawnTime = 60.0f; m_strDescription.PrintF("Strong - H:%g T:%g", m_fValue, m_fRespawnTime); // set appearance AddItem(MODEL_100, TEXTURE_100, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(3.5,3.5,1.0f) ); StretchItem(FLOAT3D(2.5f, 2.5f, 2.5f)); m_iSoundComponent = SOUND_STRONG; break; case ARIT_SUPER: ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM); m_fValue = 200.0f; m_bOverTopArmor = TRUE; m_fRespawnTime = 120.0f; m_strDescription.PrintF("Super - H:%g T:%g", m_fValue, m_fRespawnTime); // set appearance AddItem(MODEL_200, TEXTURE_200, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(3,3,1.0f) ); StretchItem(FLOAT3D(2.5f, 2.5f, 2.5f)); m_iSoundComponent = SOUND_SUPER; break; } }; void AdjustDifficulty(void) { if (!GetSP()->sp_bAllowArmor && m_penTarget==NULL) { Destroy(); } } procedures: ItemCollected(EPass epass) : CItem::ItemCollected { ASSERT(epass.penOther!=NULL); // if armor stays if (GetSP()->sp_bHealthArmorStays && !m_bPickupOnce) { // if already picked by this player BOOL bWasPicked = MarkPickedBy(epass.penOther); if (bWasPicked) { // don't pick again return; } } // send health to entity EArmor eArmor; eArmor.fArmor = m_fValue; eArmor.bOverTopArmor = m_bOverTopArmor; // if health is received if (epass.penOther->ReceiveItem(eArmor)) { if(_pNetwork->IsPlayerLocal(epass.penOther)) { switch (m_EaitType) { case ARIT_SHARD: IFeel_PlayEffect("PU_ArmourShard"); break; case ARIT_SMALL: IFeel_PlayEffect("PU_ArmourSmall"); break; case ARIT_MEDIUM: IFeel_PlayEffect("PU_ArmourMedium"); break; case ARIT_STRONG: IFeel_PlayEffect("PU_ArmourStrong"); break; case ARIT_SUPER: IFeel_PlayEffect("PU_ArmourSuper"); break; } } // play the pickup sound m_soPick.Set3DParameters(50.0f, 1.0f, 1.0f, 1.0f); PlaySound(m_soPick, m_iSoundComponent, SOF_3D); m_fPickSoundLen = GetSoundLength(m_iSoundComponent); if (!GetSP()->sp_bHealthArmorStays || m_bPickupOnce) { jump CItem::ItemReceived(); } } return; }; Main() { Initialize(); // initialize base class StartModelAnim(ITEMHOLDER_ANIM_SMALLOSCILATION, AOF_LOOPING|AOF_NORESTART); SetProperties(); // set properties jump CItem::ItemLoop(); }; };