Example #1
0
void CSDKPlayer::CheatImpulseCommands( int iImpulse )
{
	if ( iImpulse != 101 )
	{
		BaseClass::CheatImpulseCommands( iImpulse );
		return ;
	}
	gEvilImpulse101 = true;

	EquipSuit();

	GiveNamedItem( "weapon_mp5" );
	GiveNamedItem( "weapon_grenade" );
	GiveNamedItem( "weapon_shotgun" );

	// Give the player everything!
	GiveAmmo( 90, AMMO_BULLETS );
	GiveAmmo( 3, AMMO_GRENADE );
	
	if ( GetHealth() < 100 )
	{
		TakeHealth( 25, DMG_GENERIC );
	}

	gEvilImpulse101		= false;
}
void CJaS_Marine_Jack::Spawn()
{
	CASW_Marine_Resource *pResource = dynamic_cast<CASW_Marine_Resource *>( CreateEntityByName( "asw_marine_resource" ) );
	pResource->SetProfileIndex( 6 );
	pResource->SetMarineEntity( this );
	SetMarineResource( pResource );
	pResource->Spawn();
	m_pProfileOverride = pResource->GetProfile();
	SelectModelFromProfile();
	SetModelFromProfile();

	CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>( CreateEntityByName( "asw_weapon_sniper_rifle" ) );
	if ( pWeapon )
	{
		pWeapon->Spawn();
		pWeapon->GiveDefaultAmmo();
		pWeapon->m_iClip1 = 9999;
		GiveAmmo(9999, pWeapon->GetPrimaryAmmoType());
		Weapon_Equip_In_Index( pWeapon, 0 );
		Weapon_Switch( pWeapon );
	}
	m_bConstantSlowHeal = true;

	m_hSquadFormation = static_cast<CASW_SquadFormation *>( CreateEntityByName( "asw_squadformation" ) );
	m_hSquadFormation->Leader( this );

	SetRenderColor( 0x99, 0x40, 0x40 );

	BaseClass::Spawn();
}
Example #3
0
void CK98Ammo::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
	if (!pActivator)
		return;

	if (!pActivator->IsPlayer())
		return;

	CBasePlayer *pPlayer = ToBasePlayer(pActivator);
	if (!pPlayer)
		return;

	if (GiveAmmo(pPlayer, SIZE_AMMO_K98, "K98"))
	{
		m_OnUse.FireOutput(this, this);
		EmitSound("Ammo.Pickup2");
		UTIL_Remove(this);
	}
}
Example #4
0
BOOL CWeaponBox::PackAmmo( int iszName, int iCount )
{
	int iMaxCarry;

	if ( FStringNull( iszName ) )
	{
		// error here
		Msg( "NULL String in PackAmmo!\n" );
		return FALSE;
	}
	
	iMaxCarry = MaxAmmoCarry( iszName );

	if ( iMaxCarry != -1 && iCount > 0 )
	{
		GiveAmmo( iCount, (char *)STRING( iszName ), iMaxCarry );
		return TRUE;
	}
	return FALSE;
}
Example #5
0
//=========================================================
// CWeaponBox - PackAmmo
//=========================================================
BOOL CWeaponBox::PackAmmo( int iszName, int iCount )
{
	int iMaxCarry;

	if ( FStringNull( iszName ) )
	{
		// error here
		ALERT ( at_console, "NULL String in PackAmmo!\n" );
		return FALSE;
	}
	
	iMaxCarry = MaxAmmoCarry( iszName );

	if ( iMaxCarry != -1 && iCount > 0 )
	{
		//ALERT ( at_console, "Packed %d rounds of %s\n", iCount, STRING(iszName) );
		GiveAmmo( iCount, (char *)STRING( iszName ), iMaxCarry );
		return TRUE;
	}

	return FALSE;
}
Example #6
0
void keyboard_handler(int keycode, int press)
{
	UpdateKeys(keycode, press);

	if (RSJ) {
#if 0	
		if (press == 0) {
			int i;
			
			for (i = 0; i < CheatCount; i++) {
				char *key = XKeysymToString(keycode);
				if (key == NULL)
					break;
				if (strlen(key) != 1)
					break;
				if (CheatCodes[i].code[CheatIndex] == toupper(key[0])) {
					CheatIndex++;
					if (CheatCodes[i].code[CheatIndex] == 0) {
						PlaySound(SND_BONUS);
						switch (i) {
						case 0:
						case 4:
							GiveKey(0);
							GiveKey(1);
							gamestate.godmode = TRUE;
							break;
						case 1:
							gamestate.godmode^=TRUE;
							break;
						case 2:
							gamestate.machinegun = TRUE;
							gamestate.chaingun = TRUE;
							gamestate.flamethrower = TRUE;
							gamestate.missile = TRUE;
							GiveAmmo(gamestate.maxammo);
							GiveGas(99);
							GiveMissile(99);
							break;
						case 3:
							gamestate.maxammo = 999;
							GiveAmmo(999);
							break;
						case 5:
							GiveKey(0);
							GiveKey(1);
							break;
						case 6:
							playstate=EX_WARPED;
							nextmap = gamestate.mapon+1;
							if (MapListPtr->MaxMap<=nextmap) 
								nextmap = 0;
							break;
						case 7:
							ShowPush ^= TRUE;
							break;
						}
						CheatIndex = 0;
					}
					break;
				} 
			}	
			if (i == CheatCount) 
				CheatIndex = 0;
		}
#endif
				
		joystick1 = 0;

#if 0		
		if (press == 0) {
			switch(keycode) {
			case XK_1:
				gamestate.pendingweapon = WP_KNIFE;
				break;
			case XK_2:
				if (gamestate.ammo) {
					gamestate.pendingweapon = WP_PISTOL;
				}	
				break;
			case XK_3:
				if (gamestate.ammo && gamestate.machinegun) {
					gamestate.pendingweapon = WP_MACHINEGUN;
				}
				break;
			case XK_4:
				if (gamestate.ammo && gamestate.chaingun) {
					gamestate.pendingweapon = WP_CHAINGUN;
				}
				break;
			case XK_5:
				if (gamestate.gas && gamestate.flamethrower) {
					gamestate.pendingweapon = WP_FLAMETHROWER;
				}
				break;
			case XK_6:
				if (gamestate.missiles && gamestate.missile) {
					gamestate.pendingweapon = WP_MISSILE;
				}
				break;
			case XK_period:
			case XK_slash:
				joystick1 = JOYPAD_START;
				break;
			case XK_Escape:
				Quit(NULL); /* fast way out */
			}
		}
#endif		
		if (keys[SC_CURSORUPLEFT])
			joystick1 |= (JOYPAD_UP|JOYPAD_LFT);
		if (keys[SC_CURSORUP])
			joystick1 |= JOYPAD_UP;
		if (keys[SC_CURSORUPRIGHT])
			joystick1 |= (JOYPAD_UP|JOYPAD_RGT);
		if (keys[SC_CURSORRIGHT])
			joystick1 |= JOYPAD_RGT;
		if (keys[SC_CURSORDOWNRIGHT])
			joystick1 |= (JOYPAD_DN|JOYPAD_RGT);
		if (keys[SC_CURSORDOWN])
			joystick1 |= JOYPAD_DN;
		if (keys[SC_CURSORDOWNLEFT])
			joystick1 |= (JOYPAD_DN|JOYPAD_LFT);
		if (keys[SC_CURSORLEFT])
			joystick1 |= JOYPAD_LFT;	
		
		if (keys[SC_CURSORBLOCKLEFT]) 
			joystick1 |= JOYPAD_LFT;
		if (keys[SC_CURSORBLOCKRIGHT])
			joystick1 |= JOYPAD_RGT;
		if (keys[SC_CURSORBLOCKUP])
			joystick1 |= JOYPAD_UP;
		if (keys[SC_CURSORBLOCKDOWN])
			joystick1 |= JOYPAD_DN;
		
		if (keys[SC_KEYPADENTER])
			joystick1 |= JOYPAD_A;	
		if (keys[SC_ENTER])
			joystick1 |= JOYPAD_A;
		if (keys[SC_SPACE])
			joystick1 |= JOYPAD_A;
		
		if (keys[SC_LEFTALT]) 
			joystick1 |= JOYPAD_TR;
		if (keys[SC_RIGHTALT])
			joystick1 |= JOYPAD_TR;
			
		if (keys[SC_LEFTCONTROL])
			joystick1 |= JOYPAD_B;
		if (keys[SC_RIGHTCONTROL])
			joystick1 |= JOYPAD_B;
		
		if (keys[SC_LEFTSHIFT])
			joystick1 |= (JOYPAD_X|JOYPAD_Y);
		if (keys[SC_RIGHTSHIFT])
			joystick1 |= (JOYPAD_X|JOYPAD_Y);
	}
	
	if ((joystick1 & (JOYPAD_LFT|JOYPAD_RGT)) == (JOYPAD_LFT|JOYPAD_RGT))
		joystick1 &= ~(JOYPAD_LFT|JOYPAD_RGT);
	if ((joystick1 & (JOYPAD_UP|JOYPAD_DN)) == (JOYPAD_UP|JOYPAD_DN))
		joystick1 &= ~(JOYPAD_UP|JOYPAD_DN);
		
	if (joystick1 & JOYPAD_TR) {
		if (joystick1 & JOYPAD_LFT) {
			joystick1 = (joystick1 & ~(JOYPAD_TR|JOYPAD_LFT)) | JOYPAD_TL;
		} else if (joystick1 & JOYPAD_RGT) {
			joystick1 = joystick1 & ~JOYPAD_RGT;
		} else {
			joystick1 &= ~JOYPAD_TR;
		}
	}
							
}
void CHL1_Player::CheatImpulseCommands( int iImpulse )
{
	switch( iImpulse )
	{
	case 101:
		gEvilImpulse101 = true;
		
		GiveNamedItem( "item_suit" );
		GiveNamedItem( "weapon_physgun" );
		GiveNamedItem( "weapon_crowbar" );
		GiveNamedItem( "weapon_glock" );
		GiveNamedItem( "weapon_357" );
		GiveNamedItem( "weapon_shotgun" );
		GiveNamedItem( "weapon_mp5" );
		GiveNamedItem( "weapon_satchel" );
		GiveNamedItem( "weapon_rpg" );
		GiveNamedItem( "weapon_crossbow" );
		GiveNamedItem( "weapon_egon" );
		GiveNamedItem( "weapon_tripmine" );
		GiveNamedItem( "weapon_gauss" );
		GiveNamedItem( "weapon_handgrenade" );
		GiveNamedItem( "weapon_snark" );
		GiveNamedItem( "weapon_hornetgun" );
		GiveAmmo( 250,	"9mmRound" );
		GiveAmmo( 36,	"357Round" );
		GiveAmmo( 125,	"Buckshot" );
		GiveAmmo( 10,	"MP5_grenade" );
		GiveAmmo( 5,	"RPG_Rocket" );
		GiveAmmo( 50,	"XBowBolt" );
		GiveAmmo( 100,	"Uranium" );
		GiveAmmo( 10,	"Grenade" );
		GiveAmmo( 8,	"Hornet" );
		GiveAmmo( 15,	"Snark" );
		GiveAmmo( 5,	"TripMine" );
		GiveAmmo( 5,	"Satchel" );

		gEvilImpulse101 = false;
		break;

	case 0:
	default:
		BaseClass::CheatImpulseCommands( iImpulse );
	}
}