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Xash3DArchive/server/weapon_generic.cpp
2022-06-27 01:14:40 +03:00

68 lines
2.0 KiB
C++

//=======================================================================
// Copyright (C) Shambler Team 2006
// weapons.cpp - player weapon baseclass
//=======================================================================
#include "extdll.h"
#include "utils.h"
#include "cbase.h"
#include "baseweapon.h"
LINK_ENTITY_TO_CLASS( weapon_m249, CBasePlayerWeapon );
LINK_ENTITY_TO_CLASS( weapon_crowbar, CBasePlayerWeapon );
LINK_ENTITY_TO_CLASS( weapon_redeemer, CBasePlayerWeapon );
LINK_ENTITY_TO_CLASS( weapon_eagle, CBasePlayerWeapon );
LINK_ENTITY_TO_CLASS( weapon_glock, CBasePlayerWeapon );
LINK_ENTITY_TO_CLASS( weapon_mp5, CBasePlayerWeapon );
LINK_ENTITY_TO_CLASS( weapon_shotgun, CBasePlayerWeapon );
LINK_ENTITY_TO_CLASS( weapon_m40a1, CBasePlayerWeapon );
LINK_ENTITY_TO_CLASS( weapon_handgrenade, CBasePlayerWeapon );
LINK_ENTITY_TO_CLASS( weapon_debug, CBasePlayerWeapon );
LINK_ENTITY_TO_CLASS( weapon_rpg, CBasePlayerWeapon );
//***********************************************************
// world_items
//***********************************************************
class CWorldItem : public CBaseEntity
{
public:
void KeyValue(KeyValueData *pkvd );
void Spawn( void );
};
LINK_ENTITY_TO_CLASS(world_items, CWorldItem);
void CWorldItem::KeyValue(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "type"))
{
pev->impulse = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else CBaseEntity::KeyValue( pkvd );
}
void CWorldItem::Spawn( void )
{
CBaseEntity *pEntity = NULL;
switch (pev->impulse)
{
case 44: //ITEM_BATTERY:
pEntity = CBaseEntity::Create( "item_battery", pev->origin, pev->angles );
break;
case 45: //ITEM_SUIT:
pEntity = CBaseEntity::Create( "item_suit", pev->origin, pev->angles );
break;
}
if (!pEntity) Msg( "unable to create world_item %d\n", pev->impulse );
else
{
pEntity->pev->target = pev->target;
pEntity->pev->targetname = pev->targetname;
pEntity->pev->spawnflags = pev->spawnflags;
}
REMOVE_ENTITY(edict());
}