Example #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CTFDroppedWeapon::MyTouch( CBasePlayer *pPlayer )
{
	bool bSuccess = false;

	CTFPlayer *pTFPlayer = dynamic_cast<CTFPlayer *>( pPlayer );

	if ( ValidTouch( pTFPlayer ) && pTFPlayer->IsPlayerClass( TF_CLASS_MERCENARY ) )
	{
		// Don't remove weapon while a player is standing over it.
		SetThink( NULL );

#ifndef DM_WEAPON_BUCKET
		int iSlot = m_Item.GetStaticData()->GetLoadoutSlot( TF_CLASS_MERCENARY );
		CTFWeaponBase *pWeapon = (CTFWeaponBase *)pTFPlayer->GetEntityForLoadoutSlot( iSlot );
		const char *pszWeaponName = m_Item.GetEntityName();
		int iAmmoType = m_pWeaponInfo->iAmmoType;

		if ( pWeapon )
		{
			if ( pWeapon->GetItemID() == m_Item.GetItemDefIndex() )
			{
				// Give however many ammo we have
				if ( pTFPlayer->GiveAmmo( m_iAmmo, iAmmoType, true, TF_AMMO_SOURCE_AMMOPACK ) )
					bSuccess = true;
			}
			else if ( !(pTFPlayer->m_nButtons & IN_ATTACK) && ( pTFPlayer->m_nButtons & IN_USE ) ) // Check Use button
			{
				// Drop a usable weapon
				pTFPlayer->DropWeapon( pWeapon );

				if ( pWeapon == pTFPlayer->GetActiveTFWeapon() )
				{
					pWeapon->Holster();
				}
				pTFPlayer->Weapon_Detach( pWeapon );
				UTIL_Remove( pWeapon );
				pWeapon = NULL;
			}
			else
			{
				pTFPlayer->m_Shared.SetDesiredWeaponIndex( m_Item.GetItemDefIndex() );
			}
		}
#else
		CTFWeaponBase *pWeapon = pTFPlayer->Weapon_OwnsThisID( m_nWeaponID );
		if ( pWeapon )
		{
			if ( pTFPlayer->GiveAmmo( 999, GetTFWeaponInfo( m_nWeaponID )->iAmmoType ) );
				bSuccess = true;
		}
#endif

		if ( !pWeapon )
		{
			CTFWeaponBase *pNewWeapon = (CTFWeaponBase *)pTFPlayer->GiveNamedItem( pszWeaponName, 0, &m_Item );
			if ( pNewWeapon )
			{
				pPlayer->SetAmmoCount( m_iAmmo, iAmmoType );
				pNewWeapon->DefaultTouch( pPlayer );
				if ( pPlayer == GetOwnerEntity() )
				{
					// If this is the same guy who dropped it restore old clip size to avoid exploiting swapping
					// weapons for faster reload.
					pNewWeapon->m_iClip1 = m_iClip;
				}
				pTFPlayer->m_Shared.SetDesiredWeaponIndex( -1 );
				bSuccess = true;
			}
		}

		if ( bSuccess )
		{
			CSingleUserRecipientFilter user( pPlayer );
			user.MakeReliable();

			UserMessageBegin( user, "ItemPickup" );
			WRITE_STRING( GetClassname() );
			MessageEnd();

			pPlayer->EmitSound( "BaseCombatCharacter.AmmoPickup" );
		}
	}

	return bSuccess;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CWeaponSpawner::MyTouch( CBasePlayer *pPlayer )
{
	bool bSuccess = false;

	CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );

	if ( ValidTouch( pTFPlayer ) && pTFPlayer->IsPlayerClass( TF_CLASS_MERCENARY ) )
	{
#ifndef DM_WEAPON_BUCKET
		int iSlot = m_Item.GetStaticData()->GetLoadoutSlot( TF_CLASS_MERCENARY );
		CTFWeaponBase *pWeapon = (CTFWeaponBase *)pTFPlayer->GetEntityForLoadoutSlot( iSlot );

		if ( pWeapon )
		{
			if ( pTFPlayer->ItemsMatch( pWeapon->GetItem(), &m_Item, pWeapon ) )
			{
				if ( pTFPlayer->GiveAmmo( pWeapon->GetInitialAmmo(), pWeapon->GetPrimaryAmmoType(), true, TF_AMMO_SOURCE_AMMOPACK ) )
					bSuccess = true;
			}
			else if ( !( pTFPlayer->m_nButtons & IN_ATTACK ) &&
				( pTFPlayer->m_nButtons & IN_USE ||
				( TFGameRules()->IsDeathmatch() && pWeapon->GetWeaponID() == TF_WEAPON_PISTOL ) ) ) // Check Use button, always replace pistol.
			{
				// Drop a usable weapon
				pTFPlayer->DropWeapon( pWeapon );

				pWeapon->UnEquip( pTFPlayer );
				pWeapon = NULL;
			}
			else
			{
				pTFPlayer->m_Shared.SetDesiredWeaponIndex( m_nItemID );
			}
		}
#else
		CTFWeaponBase *pWeapon = pTFPlayer->Weapon_OwnsThisID( m_nWeaponID );
		const char *pszWeaponName = WeaponIdToClassname( m_nWeaponID );

		if ( pWeapon )
		{
			if ( pPlayer->GiveAmmo(999, m_pWeaponInfo->iAmmoType) )
				bSuccess = true;
		}
#endif

		if ( !pWeapon )
		{
			const char *pszWeaponName = m_Item.GetEntityName();
			CTFWeaponBase *pNewWeapon = (CTFWeaponBase *)pTFPlayer->GiveNamedItem( pszWeaponName, 0, &m_Item );

			if ( pNewWeapon )
			{
				pPlayer->SetAmmoCount( pNewWeapon->GetInitialAmmo(), pNewWeapon->GetPrimaryAmmoType() );
				pNewWeapon->GiveTo( pPlayer );
				pTFPlayer->m_Shared.SetDesiredWeaponIndex( -1 );
				bSuccess = true;
			}
		}

		if ( bSuccess )
		{
			CSingleUserRecipientFilter user( pPlayer );
			user.MakeReliable();

			UserMessageBegin( user, "ItemPickup" );
				WRITE_STRING( GetClassname() );
			MessageEnd();

			pPlayer->EmitSound( "BaseCombatCharacter.AmmoPickup" );
		}
	}

	return bSuccess;
}