Example #1
0
void WeaponItem::Respawn( )
{
	PickupItem::Respawn();

	WEAPON const *pWeapon = g_pWeaponMgr->GetWeapon( m_nWeaponId );
	if( !pWeapon )
		return;
	
	// Change the skins and renderstyles back to the normal powerup files...

	ObjectCreateStruct ocs;

	pWeapon->blrHHSkins.CopyList( 0, ocs.m_SkinNames[0], MAX_CS_FILENAME_LEN + 1 );
	pWeapon->blrHHRenderStyles.CopyList( 0, ocs.m_RenderStyleNames[0], MAX_CS_FILENAME_LEN + 1 );

	if( pWeapon->blrHHRenderStyles.GetNumItems() < 1 )
		LTStrCpy( ocs.m_RenderStyleNames[0], s_szDefaultRS, ARRAY_LEN( s_szDefaultRS ));
	
	// See if we are using a different model...

	CheckForOverrideModel( &ocs );

	g_pCommonLT->SetObjectFilenames( m_hObject, &ocs );

	// Stop playing RespawnWaitFX and play PowerupFX...
	
	SetClientFX( pWeapon->szPowerupFX );
}
Example #2
0
bool WeaponItem::PostPropRead(ObjectCreateStruct *pStruct)
{
	WEAPON const *pWeapon = g_pWeaponMgr->GetWeapon(m_nWeaponId);
	if( !pWeapon )
		return false;

	if( !pStruct )
		return false;

	SAFE_STRCPY(pStruct->m_Filename, pWeapon->szHHModel);

	pWeapon->blrHHSkins.CopyList(0, pStruct->m_SkinNames[0], MAX_CS_FILENAME_LEN+1);
	pWeapon->blrHHRenderStyles.CopyList(0, pStruct->m_RenderStyleNames[0], MAX_CS_FILENAME_LEN+1);

	// See if our default model was changed...

	CheckForOverrideModel(pStruct);

	// Set up the appropriate pick up and respawn sounds...

	FREE_HSTRING(m_hstrSoundFile);
    m_hstrSoundFile = g_pLTServer->CreateString( WEAPONITEM_PICKUP_SOUND );

	FREE_HSTRING( m_hstrRespawnSoundFile );
	m_hstrRespawnSoundFile = g_pLTServer->CreateString( WEAPONITEM_RESPAWN_SOUND );

	m_vScale = pWeapon->vHHScale;
	m_sClientFX = pWeapon->szPowerupFX;

    m_bBounce = LTFALSE;
    m_bRotate = LTFALSE;

	return true;
}
Example #3
0
bool ModItem::PostPropRead(ObjectCreateStruct *pStruct)
{
    MOD const *pMod = g_pWeaponMgr->GetMod(m_nModId);
    if( !pMod )
        return false;

    if (pStruct)
    {
        SAFE_STRCPY(pStruct->m_Filename, pMod->szPowerupModel);

        pMod->blrPowerupSkins.CopyList(0, pStruct->m_SkinNames[0], MAX_CS_FILENAME_LEN+1);
        pMod->blrPowerupRenderStyles.CopyList(0, pStruct->m_RenderStyleNames[0], MAX_CS_FILENAME_LEN+1);

        // See if our default model was changed...

        CheckForOverrideModel(pStruct);

        // Set up the appropriate sounds...

        if (pMod->szPickUpSound[0])
        {
            FREE_HSTRING(m_hstrSoundFile);
            m_hstrSoundFile = g_pLTServer->CreateString(pMod->szPickUpSound);
        }

        if (pMod->szRespawnSound[0])
        {
            FREE_HSTRING(m_hstrSoundFile);
            m_hstrSoundFile = g_pLTServer->CreateString(pMod->szRespawnSound);
        }

        m_vScale.Init(pMod->fPowerupScale, pMod->fPowerupScale, pMod->fPowerupScale);

        m_sClientFX = pMod->szPowerupFX;

        m_bRotate = LTFALSE;
    }

    return true;
}
Example #4
0
bool GearItem::PostPropRead(ObjectCreateStruct *pStruct)
{
	GEAR const *pGear = g_pWeaponMgr->GetGear(m_nGearId);
	if( !pGear || pGear->bServerRestricted )
		return false;

	if (pStruct)
	{
		SAFE_STRCPY(pStruct->m_Filename, pGear->szModel);

		pGear->blrSkins.CopyList(0, pStruct->m_SkinNames[0], MAX_CS_FILENAME_LEN+1);
		pGear->blrRenderStyles.CopyList(0, pStruct->m_RenderStyleNames[0], MAX_CS_FILENAME_LEN+1);

		// See if our default model was changed...

		CheckForOverrideModel(pStruct);

		// Set up the appropriate sounds...

		if (pGear->szPickUpSound[0])
		{
			FREE_HSTRING(m_hstrSoundFile);
			m_hstrSoundFile = g_pLTServer->CreateString(pGear->szPickUpSound);
		}

		if (pGear->szRespawnSound[0])
		{
			FREE_HSTRING(m_hstrRespawnSoundFile);
			m_hstrRespawnSoundFile = g_pLTServer->CreateString(pGear->szRespawnSound);
		}

		m_sClientFX = pGear->szPowerupFX;

        m_bRotate = LTFALSE;
	}

	return true;
}