void CHL2MP_Player::GiveDefaultItems( void ) { EquipSuit(); CBasePlayer::GiveAmmo( 255, "Pistol"); CBasePlayer::GiveAmmo( 45, "SMG1"); CBasePlayer::GiveAmmo( 6, "Buckshot"); CBasePlayer::GiveAmmo( 6, "357" ); GiveNamedItem( "weapon_crowbar" ); GiveNamedItem( "weapon_pistol" ); GiveNamedItem( "weapon_smg1" ); GiveNamedItem( "weapon_physcannon" ); const char *szDefaultWeaponName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_defaultweapon" ); CBaseCombatWeapon *pDefaultWeapon = Weapon_OwnsThisType( szDefaultWeaponName ); if ( pDefaultWeapon ) { Weapon_Switch( pDefaultWeapon ); } else { Weapon_Switch( Weapon_OwnsThisType( "weapon_physcannon" ) ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBasePlayer::SelectItem( const char *pstr, int iSubType ) { if (!pstr) return; CBaseCombatWeapon *pItem = Weapon_OwnsThisType( pstr, iSubType ); if (!pItem) return; if( GetObserverMode() != OBS_MODE_NONE ) return;// Observers can't select things. if ( !Weapon_ShouldSelectItem( pItem ) ) return; // FIX, this needs to queue them up and delay // Make sure the current weapon can be holstered if ( GetActiveWeapon() ) { if ( !GetActiveWeapon()->CanHolster() ) return; ResetAutoaim( ); } Weapon_Switch( pItem ); }
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(); }
void CHL2MP_Player::GiveDefaultItems( void ) { EquipSuit(); //BP En période de construction du mode forts, on ne donne que le physgun if(HL2MPRules()->GetGameType() == GAME_FORTS && HL2MPRules()->IsFortsBuildPhase()) { GiveNamedItem( "weapon_carebearstare" ); Weapon_Switch( Weapon_OwnsThisType( "weapon_carebearstare" ) ); return; } if(HL2MPRules()->IsHumiliation()) { if((HL2MPRules()->IsTeamplay() && HL2MPRules()->GetWinningTeamNumber() == GetTeamNumber()) || (!HL2MPRules()->IsTeamplay() && HL2MPRules()->GetBestPlayer() == this)) GiveNamedItem("weapon_bat"); else GiveNamedItem("weapon_flower"); return; } GiveNamedItem( "weapon_flower" ); if(!HL2MPRules()->OnlyGiveFlower()) { GiveNamedItem( "weapon_uzi" ); CBasePlayer::GiveAmmo( 60, "SMG1"); GiveNamedItem( "weapon_grenade" ); GiveNamedItem( "weapon_grenade" ); GiveNamedItem( "weapon_revolver" ); GiveNamedItem( "weapon_flowerlauncher" ); } const char *szDefaultWeaponName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_defaultweapon" ); CBaseCombatWeapon *pDefaultWeapon = Weapon_OwnsThisType( szDefaultWeaponName ); if ( pDefaultWeapon ) Weapon_Switch( pDefaultWeapon ); else Weapon_Switch( Weapon_OwnsThisType( "weapon_uzi" ) ); }
//----------------------------------------------------------------------------- // Purpose: Switches to the best weapon that is also better than the given weapon. // Input : pCurrent - The current weapon used by the player. // Output : Returns true if the weapon was switched, false if there was no better // weapon to switch to. //----------------------------------------------------------------------------- bool CBaseCombatCharacter::SwitchToNextBestWeapon(CBaseCombatWeapon *pCurrent) { CBaseCombatWeapon *pNewWeapon = g_pGameRules->GetNextBestWeapon(this, pCurrent); if ( ( pNewWeapon != NULL ) && ( pNewWeapon != pCurrent ) ) { return Weapon_Switch( pNewWeapon ); } return false; }
void CHL2MP_Player::GiveDefaultItems( void ) { EquipSuit(); //GiveNamedItem( "weapon_kungfu" ); CBaseCombatWeapon *pDefault = static_cast<CBaseCombatWeapon*>(GiveNamedItem( "weapon_combatknife" )); Assert( pDefault ); Weapon_Switch( pDefault ); if ( IsBot() ) { CBaseCombatWeapon *pMac11 = static_cast<CBaseCombatWeapon*>(GiveNamedItem( "weapon_mac11" )); Weapon_Switch( pMac11 ); CBasePlayer::GiveAmmo( 128, "Mac11" ); } FileWeaponInfo_t* pInfo = GetFileWeaponInfoFromHandle( LookupWeaponInfoSlot( "weapon_deringer" ) ); if ( pInfo ) CBasePlayer::GiveAmmo( pInfo->iDefaultAmmoPrimary, "Deringer" ); }
void CHL2MP_Player::GiveDefaultItems( void ) { EquipSuit(); // CBasePlayer::GiveAmmo( 255, "Pistol"); // CBasePlayer::GiveAmmo( 45, "SMG1"); // CBasePlayer::GiveAmmo( 1, "grenade" ); CBasePlayer::GiveAmmo( 100, "Buckshot"); // CBasePlayer::GiveAmmo( 6, "357" ); CBasePlayer::GiveAmmo( 100, "rpg_round"); CBasePlayer::GiveAmmo( 200, "XBowBolt" ); CBasePlayer::GiveAmmo( 200, "Cells"); GiveNamedItem( "weapon_crowbar" ); GiveNamedItem( "weapon_shotgun" ); GiveNamedItem( "weapon_shotgundouble" ); // GiveNamedItem( "weapon_shaft" ); GiveNamedItem( "weapon_rpg" ); GiveNamedItem( "weapon_grenadelauncher" ); GiveNamedItem( "weapon_nailgun" ); GiveNamedItem( "weapon_nailgunsuper" ); // GiveNamedItem( "weapon_pistol" ); // GiveNamedItem( "weapon_smg1" ); // GiveNamedItem( "weapon_frag" ); // GiveNamedItem( "weapon_physcannon" ); const char *szDefaultWeaponName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_defaultweapon" ); CBaseCombatWeapon *pDefaultWeapon = Weapon_OwnsThisType( szDefaultWeaponName ); if ( pDefaultWeapon ) { Weapon_Switch( pDefaultWeapon ); } else { Weapon_Switch( Weapon_OwnsThisType( "weapon_shotgun" ) ); } }
void CHL2MP_Player::GiveDefaultItems( void ) { EquipSuit(); CBasePlayer::GiveAmmo( 255, "Pistol"); CBasePlayer::GiveAmmo( 45, "SMG1"); CBasePlayer::GiveAmmo( 1, "grenade" ); CBasePlayer::GiveAmmo( 6, "Buckshot"); CBasePlayer::GiveAmmo( 6, "357" ); if ( GetPlayerModelType() == PLAYER_SOUNDS_METROPOLICE || GetPlayerModelType() == PLAYER_SOUNDS_COMBINESOLDIER ) { GiveNamedItem( "weapon_stunstick" ); } else if ( GetPlayerModelType() == PLAYER_SOUNDS_CITIZEN ) { GiveNamedItem( "weapon_crowbar" ); } GiveNamedItem( "weapon_pistol" ); GiveNamedItem( "weapon_smg1" ); GiveNamedItem( "weapon_frag" ); GiveNamedItem( "weapon_physcannon" ); const char *szDefaultWeaponName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_defaultweapon" ); CBaseCombatWeapon *pDefaultWeapon = Weapon_OwnsThisType( szDefaultWeaponName ); if ( pDefaultWeapon ) { Weapon_Switch( pDefaultWeapon ); } else { Weapon_Switch( Weapon_OwnsThisType( "weapon_physcannon" ) ); } }