void CGETKnife::PickupTouch( CBaseEntity *pOther )
{
	// Vehicles can touch items + pick them up
	if ( pOther->GetServerVehicle() )
	{
		pOther = pOther->GetServerVehicle()->GetPassenger();
		if ( !pOther )
			return;
	}

	CBaseCombatCharacter *pPicker = pOther->MyCombatCharacterPointer();
	if ( !pPicker )
		return;

	// Must be a valid pickup scenario (no blocking). Though this is a more expensive
	// check than some that follow, this has to be first because it's the only one
	// that inhibits firing the output OnCacheInteraction.
	if ( UTIL_ItemCanBeTouchedByPlayer( this, ToGEPlayer(pPicker) ) == false )
		return;

	// Can I even pick stuff up?
	if ( !pPicker->IsAllowedToPickupWeapons() )
		return;

	if ( MyTouch( pPicker ) )
	{
		SetTouch( NULL );
		SetThink( NULL );

		UTIL_Remove( this );
	}
}
示例#2
0
//-----------------------------------------------------------------------------
// Purpose: Override so give correct ammo
// Input  : pOther - the entity that touched me
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SlamTouch( CBaseEntity *pOther )
{
	CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );

	// Can I even pick stuff up?
	if ( pBCC && !pBCC->IsAllowedToPickupWeapons() )
		return;

	// ---------------------------------------------------
	//  First give weapon to touching entity if allowed
	// ---------------------------------------------------
	BaseClass::DefaultTouch(pOther);

	// ----------------------------------------------------
	//  Give slam ammo if touching client
	// ----------------------------------------------------
	if (pOther->GetFlags() & FL_CLIENT)
	{
		// ------------------------------------------------
		//  If already owned weapon of this type remove me
		// ------------------------------------------------
		CWeapon_SLAM* oldWeapon = (CWeapon_SLAM*)pBCC->Weapon_OwnsThisType( GetClassname() );
		if (oldWeapon != this)
		{
			UTIL_Remove( this );
		}
		else
		{
			pBCC->GiveAmmo( 1, m_iSecondaryAmmoType );
			SetThink(NULL);
		}
	}
}
示例#3
0
void CWeaponMine::MineTouch( CBaseEntity *pOther )
{
#ifdef GAME_DLL
	CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
	if ( pBCC && !pBCC->IsAllowedToPickupWeapons() )
		return;
#endif

	BaseClass::DefaultTouch(pOther);
}
示例#4
0
//-----------------------------------------------------------------------------
// Purpose: Override so give correct ammo
// Input  : pOther - the entity that touched me
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SlamTouch( CBaseEntity *pOther )
{
#ifdef GAME_DLL
	CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );

	// Can I even pick stuff up?
	if ( pBCC && !pBCC->IsAllowedToPickupWeapons() )
		return;
#endif

	// ---------------------------------------------------
	//  First give weapon to touching entity if allowed
	// ---------------------------------------------------
	BaseClass::DefaultTouch(pOther);
}
示例#5
0
//-----------------------------------------------------------------------------
// Drops all weapons, marks the character as not being able to pick up weapons
//-----------------------------------------------------------------------------
void CTriggerWeaponStrip::StartTouch(CBaseEntity *pOther)
{
	BaseClass::StartTouch( pOther );

	if ( PassesTriggerFilters(pOther) == false )
		return;

	CBaseCombatCharacter *pCharacter = pOther->MyCombatCharacterPointer();
	
	if ( m_bKillWeapons )
	{
		for ( int i = 0 ; i < pCharacter->WeaponCount(); ++i )
		{
			CBaseCombatWeapon *pWeapon = pCharacter->GetWeapon( i );
			if ( !pWeapon )
				continue;

			pCharacter->Weapon_Drop( pWeapon );
			UTIL_Remove( pWeapon );
		}
		return;
	}

	// Strip the player of his weapons
	if ( pCharacter && pCharacter->IsAllowedToPickupWeapons() )
	{
		CBaseCombatWeapon *pBugbait = pCharacter->Weapon_OwnsThisType( "weapon_bugbait" );
		if ( pBugbait )
		{
			pCharacter->Weapon_Drop( pBugbait );
			UTIL_Remove( pBugbait );
		}

		pCharacter->Weapon_DropAll( true );
		pCharacter->SetPreventWeaponPickup( true );
	}
}