//========================================================= // CWeaponBox - Touch: try to add my contents to the toucher // if the toucher is a player. //========================================================= void CWeaponBox::Touch( CBaseEntity *pOther ) { if ( !(pev->flags & FL_ONGROUND ) ) { return; } if ( !pOther->IsPlayer() ) { // only players may touch a weaponbox. return; } if ( !pOther->IsAlive() ) { // no dead guys. return; } CBasePlayer *pPlayer = (CBasePlayer *)pOther; int i; // dole out ammo for ( i = 0 ; i < MAX_AMMO_SLOTS ; i++ ) { if ( !FStringNull( m_rgiszAmmo[ i ] ) ) { // there's some ammo of this type. pPlayer->GiveAmmo( m_rgAmmo[ i ], (char *)STRING( m_rgiszAmmo[ i ] ), MaxAmmoCarry( m_rgiszAmmo[ i ] ) ); //ALERT ( at_console, "Gave %d rounds of %s\n", m_rgAmmo[i], STRING(m_rgiszAmmo[i]) ); // now empty the ammo from the weaponbox since we just gave it to the player m_rgiszAmmo[ i ] = iStringNull; m_rgAmmo[ i ] = 0; } } // go through my weapons and try to give the usable ones to the player. // it's important the the player be given ammo first, so the weapons code doesn't refuse // to deploy a better weapon that the player may pick up because he has no ammo for it. for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) { if ( m_rgpPlayerItems[ i ] ) { CBasePlayerItem *pItem; // have at least one weapon in this slot while ( m_rgpPlayerItems[ i ] ) { //ALERT ( at_console, "trying to give %s\n", STRING( m_rgpPlayerItems[ i ]->pev->classname ) ); pItem = m_rgpPlayerItems[ i ]; m_rgpPlayerItems[ i ] = m_rgpPlayerItems[ i ]->m_pNext;// unlink this weapon from the box if ( pPlayer->AddPlayerItem( pItem ) ) { pItem->AttachToPlayer( pPlayer ); } } } } EMIT_SOUND( pOther->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); SetTouch(NULL); UTIL_Remove(this); }