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" ) );
	}
}
示例#2
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;
}
示例#3
0
//BP On file tous les items et des munitions
void CHL2MP_Player::GiveAllItems( void )
{
	EquipSuit();

	CBasePlayer::GiveAmmo( 355,	"SMG1");
	CBasePlayer::GiveAmmo( 5,	"Buckshot");
	CBasePlayer::GiveAmmo( 15,	"XBowBolt" );
	CBasePlayer::GiveAmmo( 15,	"Flechette" );
	CBasePlayer::GiveAmmo( 10,	"RPG_round");
	CBasePlayer::GiveAmmo( 100,	"357");
	CBasePlayer::GiveAmmo( 5,	"Grenade" );
	CBasePlayer::GiveAmmo( 2,	"slam" );

	GiveNamedItem( "weapon_flower" );
	GiveNamedItem( "weapon_bat" );
	GiveNamedItem( "weapon_revolver" );
	GiveNamedItem( "weapon_uzi" );
	GiveNamedItem( "weapon_bigshotgun" );
	GiveNamedItem( "weapon_carebearstare" );
	GiveNamedItem( "weapon_flowerlauncher" );
	GiveNamedItem( "weapon_tranquilizer" );
	GiveNamedItem( "weapon_bazooka" );
	GiveNamedItem( "weapon_grenade" );
	GiveNamedItem( "weapon_mine" );	

}
示例#4
0
void CSDKPlayer::Spawn()
{
	SetModel( SDK_PLAYER_MODEL );	//Tony; basically, leave this alone ;) unless you're not using classes or teams, then you can change it to whatever.
	
	SetBloodColor( BLOOD_COLOR_RED );
	
	SetMoveType( MOVETYPE_WALK );
	RemoveSolidFlags( FSOLID_NOT_SOLID );

	//Tony; if we're spawning in active state, equip the suit so the hud works. -- Gotta love base code !
	if ( State_Get() == STATE_ACTIVE )
	{
		EquipSuit( false );
//Tony; bleh, don't do this here.
//		GiveDefaultItems();
	}

	m_hRagdoll = NULL;
	
	BaseClass::Spawn();
#if defined ( SDK_USE_STAMINA ) || defined ( SDK_USE_SPRINTING )
	m_Shared.SetStamina( 100 );
#endif

#if defined ( SDK_USE_TEAMS )
	m_bTeamChanged	= false;
#endif

#if defined ( SDK_USE_PRONE )
	InitProne();
#endif

#if defined ( SDK_USE_SPRINTING )
	InitSprinting();
#endif

	// update this counter, used to not interp players when they spawn
	m_bSpawnInterpCounter = !m_bSpawnInterpCounter;

	InitSpeeds(); //Tony; initialize player speeds.

	SetArmorValue(SpawnArmorValue());

	SetContextThink( &CSDKPlayer::SDKPushawayThink, gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, SDK_PUSHAWAY_THINK_CONTEXT );
	pl.deadflag = false;

}
示例#5
0
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" ) );
}
示例#6
0
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::GiveAllItems( void )
{
	EquipSuit();

//	CBasePlayer::GiveAmmo( 255,	"Pistol");
//	CBasePlayer::GiveAmmo( 255,	"AR2" );
//	CBasePlayer::GiveAmmo( 5,	"AR2AltFire" );
//	CBasePlayer::GiveAmmo( 255,	"SMG1");
//	CBasePlayer::GiveAmmo( 1,	"smg1_grenade");
	CBasePlayer::GiveAmmo( 100,	"Buckshot");
//	CBasePlayer::GiveAmmo( 32,	"357" );
	CBasePlayer::GiveAmmo( 100,	"rpg_round");
	CBasePlayer::GiveAmmo( 200, "XBowBolt" );
	CBasePlayer::GiveAmmo( 200, "Cells");

//	CBasePlayer::GiveAmmo( 1,	"grenade" );
//	CBasePlayer::GiveAmmo( 2,	"slam" );

	GiveNamedItem( "weapon_crowbar" );
//	GiveNamedItem( "weapon_stunstick" );
//	GiveNamedItem( "weapon_pistol" );
//	GiveNamedItem( "weapon_357" );

//	GiveNamedItem( "weapon_smg1" );
//	GiveNamedItem( "weapon_ar2" );
	
	GiveNamedItem( "weapon_shotgun" );
	GiveNamedItem( "weapon_shotgundouble" );
	GiveNamedItem( "weapon_shaft" );
//	GiveNamedItem( "weapon_frag" );
	GiveNamedItem( "weapon_nailgun" );
	GiveNamedItem( "weapon_nailgunsuper" );
	
//	GiveNamedItem( "weapon_crossbow" );
	
	GiveNamedItem( "weapon_rpg" );
	GiveNamedItem( "weapon_grenadelauncher" );

//	GiveNamedItem( "weapon_slam" );
	
}
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" ) );
	}
}
示例#9
0
void CSDKPlayer::CheatImpulseCommands( int iImpulse )
{
	if ( !sv_cheats->GetBool() )
	{
		return;
	}

	if ( iImpulse != 101 )
	{
		BaseClass::CheatImpulseCommands( iImpulse );
		return ;
	}
	gEvilImpulse101 = true;

	EquipSuit();
	
	if ( GetHealth() < 100 )
	{
		TakeHealth( 25, DMG_GENERIC );
	}

	gEvilImpulse101		= false;
}
示例#10
0
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" ) );
	}
}
示例#11
0
void CHL2MP_Player::GiveAllItems( void )
{
	EquipSuit();

	CBasePlayer::GiveAmmo( 255,	"Pistol");
	CBasePlayer::GiveAmmo( 255,	"AR2" );
	CBasePlayer::GiveAmmo( 5,	"AR2AltFire" );
	CBasePlayer::GiveAmmo( 255,	"SMG1");
	CBasePlayer::GiveAmmo( 1,	"smg1_grenade");
	CBasePlayer::GiveAmmo( 255,	"Buckshot");
	CBasePlayer::GiveAmmo( 32,	"357" );
	CBasePlayer::GiveAmmo( 3,	"rpg_round");

	CBasePlayer::GiveAmmo( 1,	"grenade" );
	CBasePlayer::GiveAmmo( 2,	"slam" );

	GiveNamedItem( "weapon_crowbar" );
	GiveNamedItem( "weapon_stunstick" );
	GiveNamedItem( "weapon_pistol" );
	GiveNamedItem( "weapon_357" );

	GiveNamedItem( "weapon_smg1" );
	GiveNamedItem( "weapon_ar2" );
	
	GiveNamedItem( "weapon_shotgun" );
	GiveNamedItem( "weapon_frag" );
	
	GiveNamedItem( "weapon_crossbow" );
	
	GiveNamedItem( "weapon_rpg" );

	GiveNamedItem( "weapon_slam" );

	GiveNamedItem( "weapon_physcannon" );
	
}
示例#12
0
void CHL2MP_Player::GiveAllItems( void )
{
	EquipSuit();
	
	//DHL - Skillet
	CBasePlayer::GiveAmmo( 120, "Beretta" );
	CBasePlayer::GiveAmmo( 80, "Deagle" );
	CBasePlayer::GiveAmmo( 80, "SAA" );
	CBasePlayer::GiveAmmo( 80, "Deringer" );
	CBasePlayer::GiveAmmo( 300, "Mac11" );
	CBasePlayer::GiveAmmo( 200, "AK47" );
	CBasePlayer::GiveAmmo( 125, "Winchester" );
	CBasePlayer::GiveAmmo( 200, "Thompson" );
	CBasePlayer::GiveAmmo( 50, "MosinNagant" );
	CBasePlayer::GiveAmmo( 75, "Remington" );
	CBasePlayer::GiveAmmo( 50, "SawedOff" );

	//HL2:
	/*CBasePlayer::GiveAmmo( 255,	"Pistol");
	CBasePlayer::GiveAmmo( 255,	"AR2" );
	CBasePlayer::GiveAmmo( 5,	"AR2AltFire" );
	CBasePlayer::GiveAmmo( 255,	"SMG1");
	CBasePlayer::GiveAmmo( 1,	"smg1_grenade");
	CBasePlayer::GiveAmmo( 255,	"Buckshot");
	CBasePlayer::GiveAmmo( 32,	"357" );
	CBasePlayer::GiveAmmo( 3,	"rpg_round");

	CBasePlayer::GiveAmmo( 1,	"grenade" );
	CBasePlayer::GiveAmmo( 2,	"slam" );*/

	//DHL - Skillet
	//Kung Fu!
	//GiveNamedItem( "weapon_kungfu" );

	//Melee
	GiveNamedItem( "weapon_katana" );
	GiveNamedItem( "weapon_combatknife" );
	GiveNamedItem( "weapon_baseballbat" );

	//Handguns
	GiveNamedItem( "weapon_beretta" );
	GiveNamedItem( "weapon_deagle" );
	GiveNamedItem( "weapon_saa" );
	//GiveNamedItem( "weapon_deringer" );

	//Automatics
	GiveNamedItem( "weapon_ak47" );
	GiveNamedItem( "weapon_mac11" );
	GiveNamedItem( "weapon_thompson" );
	
	//Shotguns
	GiveNamedItem( "weapon_sawedoff" );
	GiveNamedItem( "weapon_remington" );

	//Special?
	GiveNamedItem( "weapon_frag" );
	
	//GiveNamedItem( "weapon_crossbow" );
	
	//GiveNamedItem( "weapon_rpg" );

	//GiveNamedItem( "weapon_slam" );

	//Rifles
	GiveNamedItem( "weapon_mosinnagant" );
	GiveNamedItem( "weapon_winchester" );
	
}