70 lines
1.7 KiB
C++
70 lines
1.7 KiB
C++
#include "cbase.h"
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#include "player.h"
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#include "gamerules.h"
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#include "items.h"
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#include "ammodef.h"
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#include "eventlist.h"
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#include "npcevent.h"
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#include "asw_pickup.h"
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#include "asw_shareddefs.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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IMPLEMENT_SERVERCLASS_ST(CASW_Pickup, DT_ASW_Pickup)
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END_SEND_TABLE()
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BEGIN_DATADESC( CASW_Pickup )
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DEFINE_KEYFIELD(m_bFreezePickup, FIELD_BOOLEAN, "FreezePickup")
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END_DATADESC()
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#define ITEM_PICKUP_BOX_BLOAT 24
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// as CItem, but we don't install the touch function
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void CASW_Pickup::Spawn( void )
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{
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SetMoveType( MOVETYPE_FLYGRAVITY );
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SetSolid( SOLID_BBOX );
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SetBlocksLOS( false );
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AddEFlags( EFL_NO_ROTORWASH_PUSH );
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// This will make them not collide with the player, but will collide
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// against other items + weapons
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SetCollisionGroup( COLLISION_GROUP_WEAPON );
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CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT );
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//SetTouch(&CItem::ItemTouch);
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if ( CreateItemVPhysicsObject() == false )
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return;
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m_takedamage = DAMAGE_EVENTS_ONLY;
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#ifdef HL2MP
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SetThink( &CItem::FallThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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#endif
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if ( m_bFreezePickup )
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{
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IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
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if ( pPhysicsObject != NULL )
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{
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pPhysicsObject->EnableMotion( false );
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}
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}
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}
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void CASW_Pickup::ActivateUseIcon( CASW_Marine* pMarine, int nHoldType )
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{
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if ( nHoldType == 1 /*ASW_USE_HOLD_START*/ )
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return;
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// player has used this item
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Msg("Player has activated a pickup\n");
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}
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bool CASW_Pickup::IsUsable(CBaseEntity *pUser)
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{
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return (pUser && pUser->GetAbsOrigin().DistTo(GetAbsOrigin()) < ASW_MARINE_USE_RADIUS); // near enough?
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} |