Example #1
0
//-----------------------------------------------------------------------------
// Purpose: Player reacts to bumping a weapon. 
// Input  : pWeapon - the weapon that the player bumped into.
// Output : Returns true if player picked up the weapon
//-----------------------------------------------------------------------------
bool CHL2MP_Player::BumpWeapon( CBaseCombatWeapon *pWeapon )
{
	CBaseCombatCharacter *pOwner = pWeapon->GetOwner();

	// Can I have this weapon type?
	if ( !IsAllowedToPickupWeapons() )
		return false;

	if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) )
	{
		if ( gEvilImpulse101 )
			UTIL_Remove( pWeapon );

		return false;
	}

	// Don't let the player fetch weapons through walls (use MASK_SOLID so that you can't pickup through windows)
	if( !pWeapon->FVisible( this, MASK_SOLID ) && !(GetFlags() & FL_NOTARGET) )
		return false;

	bool bOwnsWeaponAlready = !!Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType());

	if ( bOwnsWeaponAlready == true ) 
	{
		//If we have room for the ammo, then "take" the weapon too.
		 if ( Weapon_EquipAmmoOnly( pWeapon ) )
		 {
			 pWeapon->CheckRespawn();

			 UTIL_Remove( pWeapon );
			 return true;
		 }
		 else
			 return false;
	}

	pWeapon->CheckRespawn();
	Weapon_Equip( pWeapon );

	if( !FClassnameIs(pWeapon, "weapon_flower") && 
		!FClassnameIs(pWeapon, "weapon_flowerlauncher") && 
		!FClassnameIs(pWeapon, "weapon_uzi") && 
		!FClassnameIs(pWeapon, "weapon_revolver") && 
		!FClassnameIs(pWeapon, "weapon_grenade"))
	{
		if(random->RandomInt(0, 5) == 0)
			PlayAutovocal(NEWWEAPON);
	}

	return true;
}
Example #2
0
//-----------------------------------------------------------------------------
// Purpose: Player reacts to bumping a weapon. 
// Input  : pWeapon - the weapon that the player bumped into.
// Output : Returns true if player picked up the weapon
//-----------------------------------------------------------------------------
bool CHL2MP_Player::BumpWeapon( CBaseCombatWeapon *pWeapon )
{
	CBaseCombatCharacter *pOwner = pWeapon->GetOwner();

	// Can I have this weapon type?
	if ( IsEFlagSet( EFL_NO_WEAPON_PICKUP ) )
		return false;

	if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) )
	{
		if ( gEvilImpulse101 )
		{
			UTIL_Remove( pWeapon );
		}
		return false;
	}

	// Don't let the player fetch weapons through walls (use MASK_SOLID so that you can't pickup through windows)
	if( !pWeapon->FVisible( this, MASK_SOLID ) && !(GetFlags() & FL_NOTARGET) )
	{
		return false;
	}

	bool bOwnsWeaponAlready = !!Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType());

	if ( bOwnsWeaponAlready == true ) 
	{
		//If we have room for the ammo, then "take" the weapon too.
		 if ( Weapon_EquipAmmoOnly( pWeapon ) )
		 {
			 pWeapon->CheckRespawn();

			 UTIL_Remove( pWeapon );
			 return true;
		 }
		 else
		 {
			 return false;
		 }
	}

	pWeapon->CheckRespawn();
	Weapon_Equip( pWeapon );

	return true;
}
Example #3
0
//-----------------------------------------------------------------------------
// Purpose: Player reacts to bumping a weapon. 
// Input  : pWeapon - the weapon that the player bumped into.
// Output : Returns true if player picked up the weapon
//-----------------------------------------------------------------------------
bool CSDKPlayer::BumpWeapon( CBaseCombatWeapon *pWeapon )
{
	CBaseCombatCharacter *pOwner = pWeapon->GetOwner();

	// Can I have this weapon type?
	if ( !IsAllowedToPickupWeapons() )
		return false;

	if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) )
	{
		if ( gEvilImpulse101 )
		{
			UTIL_Remove( pWeapon );
		}
		return false;
	}

	// Don't let the player fetch weapons through walls (use MASK_SOLID so that you can't pickup through windows)
	if( !pWeapon->FVisible( this, MASK_SOLID ) && !(GetFlags() & FL_NOTARGET) )
	{
		return false;
	}

	// ----------------------------------------
	// If I already have it just take the ammo
	// ----------------------------------------
	if (Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType())) 
	{
		//Only remove the weapon if we attained ammo from it
		if ( Weapon_EquipAmmoOnly( pWeapon ) == false )
			return false;

		// Only remove me if I have no ammo left
		// Can't just check HasAnyAmmo because if I don't use clips, I want to be removed, 
		if ( pWeapon->UsesClipsForAmmo1() && pWeapon->HasPrimaryAmmo() )
			return false;

		UTIL_Remove( pWeapon );
		return false;
	}
	// -------------------------
	// Otherwise take the weapon
	// -------------------------
	else 
	{
		//Make sure we're not trying to take a new weapon type we already have
		if ( Weapon_SlotOccupied( pWeapon ) )
		{
			CBaseCombatWeapon *pActiveWeapon = Weapon_GetSlot( WEAPON_PRIMARY_SLOT );

			if ( pActiveWeapon != NULL && pActiveWeapon->HasAnyAmmo() == false && Weapon_CanSwitchTo( pWeapon ) )
			{
				Weapon_Equip( pWeapon );
				return true;
			}

			//Attempt to take ammo if this is the gun we're holding already
			if ( Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType() ) )
			{
				Weapon_EquipAmmoOnly( pWeapon );
			}

			return false;
		}
	}

	pWeapon->CheckRespawn();
	Weapon_Equip( pWeapon );

	return true;
}
// correct respawning of weapons
bool CHL1MP_Player::BumpWeapon( CBaseCombatWeapon *pWeapon )
{	CBaseCombatCharacter *pOwner = pWeapon->GetOwner();

	// Can I have this weapon type?
	if ( !IsAllowedToPickupWeapons() )
    {
        if ( sv_debugweaponpickup.GetBool() )
            Msg("sv_debugweaponpickup: IsAllowedToPickupWeapons() returned false\n");
        
		return false;
    }

	if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) )
	{
        if ( sv_debugweaponpickup.GetBool() && pOwner )
            Msg("sv_debugweaponpickup: pOwner\n");

        if ( sv_debugweaponpickup.GetBool() && !Weapon_CanUse( pWeapon ) )
            Msg("sv_debugweaponpickup: Can't use weapon\n");

        if ( sv_debugweaponpickup.GetBool() && !g_pGameRules->CanHavePlayerItem( this, pWeapon ) )
            Msg("sv_debugweaponpickup: Gamerules says player can't have item\n");
        
		if ( gEvilImpulse101 )
		{
			UTIL_Remove( pWeapon );
		}
		return false;
	}

	// Don't let the player fetch weapons through walls (use MASK_SOLID so that you can't pickup through windows)
	if( !pWeapon->FVisible( this, MASK_SOLID ) && !(GetFlags() & FL_NOTARGET) )
	{
        if ( sv_debugweaponpickup.GetBool() && !FVisible( this, MASK_SOLID ) )
            Msg("sv_debugweaponpickup: Can't fetch weapon through a wall\n");

        if ( sv_debugweaponpickup.GetBool() && !(GetFlags() & FL_NOTARGET) )
            Msg("sv_debugweaponpickup: NoTarget\n");
        
		return false;
	}
    
	bool bOwnsWeaponAlready = !!Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType());

	if ( bOwnsWeaponAlready == true ) 
	{
		//If we have room for the ammo, then "take" the weapon too.
		 if ( Weapon_EquipAmmoOnly( pWeapon ) )
		 {
			 pWeapon->CheckRespawn();

			 UTIL_Remove( pWeapon );

             if ( sv_debugweaponpickup.GetBool() )
                 Msg("sv_debugweaponpickup: Picking up weapon\n");
             
			 return true;
		 }
		 else
		 {
             if ( sv_debugweaponpickup.GetBool() )
                 Msg("sv_debugweaponpickup: Owns weapon already\n");
             
			 return false;
		 }
	}

	pWeapon->CheckRespawn();
	Weapon_Equip( pWeapon );

    if ( sv_debugweaponpickup.GetBool() )    
        Msg("sv_debugweaponpickup: Picking up weapon\n");
            
	return true;
}