📄 keys.cpp
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};
PulsePart1::PulsePart1
(
)
{
ExecuteThread( "global/pulse_parts.scr::precache", true );
setModel( "pulsepart1.def" );
}
Item *PulsePart1::ItemPickup
(
Entity *other
)
{
if ( !level.no_jc )
ExecuteThread( "global/pulse_parts.scr::blade_finds_piece1", true );
gameVars.CreateVariable( "pulse1", 1 );
if ( other->isClient() )
{
Player *player;
ScriptVariable *var1,*var2,*var3;
var1 = gameVars.GetVariable( "pulse1" );
var2 = gameVars.GetVariable( "pulse2" );
var3 = gameVars.GetVariable( "pulse3" );
if ( var1 && var2 && var3 )
{
player = ( Player * )other;
player->giveWeapon( "PulseRifle" );
player->FreeInventoryOfType( "PulsePart2" );
player->FreeInventoryOfType( "PulsePart3" );
CancelEventsOfType( EV_Item_DropToFloor );
CancelEventsOfType( EV_Item_Respawn );
CancelEventsOfType( EV_FadeOut );
PostEvent( EV_Remove, 0 );
return NULL;
}
}
return Item::ItemPickup( other );
}
class EXPORT_FROM_DLL PulsePart2 : public InventoryItem
{
public:
CLASS_PROTOTYPE( PulsePart2 );
PulsePart2();
virtual Item *ItemPickup( Entity *other );
};
CLASS_DECLARATION( InventoryItem, PulsePart2, "inventory_pulsepart2" )
ResponseDef PulsePart2::Responses[] =
{
{ NULL, NULL }
};
PulsePart2::PulsePart2
(
)
{
ExecuteThread( "global/pulse_parts.scr::precache", true );
setModel( "pulsepart2.def" );
}
Item *PulsePart2::ItemPickup
(
Entity *other
)
{
if ( !level.no_jc )
ExecuteThread( "global/pulse_parts.scr::blade_finds_piece2", true );
gameVars.CreateVariable( "pulse2", 1 );
if ( other->isClient() )
{
Player *player;
ScriptVariable *var1,*var2,*var3;
var1 = gameVars.GetVariable( "pulse1" );
var2 = gameVars.GetVariable( "pulse2" );
var3 = gameVars.GetVariable( "pulse3" );
if ( var1 && var2 && var3 )
{
player = ( Player * )other;
player->giveWeapon( "PulseRifle" );
player->FreeInventoryOfType( "PulsePart1" );
player->FreeInventoryOfType( "PulsePart3" );
CancelEventsOfType( EV_Item_DropToFloor );
CancelEventsOfType( EV_Item_Respawn );
CancelEventsOfType( EV_FadeOut );
PostEvent( EV_Remove, 0 );
return NULL;
}
}
return Item::ItemPickup( other );
}
class EXPORT_FROM_DLL PulsePart3 : public InventoryItem
{
public:
CLASS_PROTOTYPE( PulsePart3 );
PulsePart3();
virtual Item *ItemPickup( Entity *other );
};
CLASS_DECLARATION( InventoryItem, PulsePart3, "inventory_pulsepart3" )
ResponseDef PulsePart3::Responses[] =
{
{ NULL, NULL }
};
PulsePart3::PulsePart3
(
)
{
ExecuteThread( "global/pulse_parts.scr::precache", true );
setModel( "pulsepart3.def" );
}
Item *PulsePart3::ItemPickup
(
Entity *other
)
{
if ( !level.no_jc )
ExecuteThread( "global/pulse_parts.scr::blade_finds_piece3", true );
gameVars.CreateVariable( "pulse3", 1 );
if ( other->isClient() )
{
Player *player;
ScriptVariable *var1,*var2,*var3;
var1 = gameVars.GetVariable( "pulse1" );
var2 = gameVars.GetVariable( "pulse2" );
var3 = gameVars.GetVariable( "pulse3" );
if ( var1 && var2 && var3 )
{
player = ( Player * )other;
player->giveWeapon( "PulseRifle" );
player->FreeInventoryOfType( "PulsePart1" );
player->FreeInventoryOfType( "PulsePart2" );
CancelEventsOfType( EV_Item_DropToFloor );
CancelEventsOfType( EV_Item_Respawn );
CancelEventsOfType( EV_FadeOut );
PostEvent( EV_Remove, 0 );
return NULL;
}
}
return Item::ItemPickup( other );
}
class EXPORT_FROM_DLL Chemsuit : public InventoryItem
{
public:
CLASS_PROTOTYPE( Chemsuit );
Chemsuit();
};
CLASS_DECLARATION( InventoryItem, Chemsuit, "inventory_chembiosuit" )
ResponseDef Chemsuit::Responses[] =
{
{ NULL, NULL }
};
Chemsuit::Chemsuit
(
)
{
setModel( "chemsuit.def" );
}
class EXPORT_FROM_DLL Blueprints : public InventoryItem
{
public:
CLASS_PROTOTYPE( Blueprints );
Blueprints();
};
CLASS_DECLARATION( InventoryItem, Blueprints, "inventory_blueprints" )
ResponseDef Blueprints::Responses[] =
{
{ NULL, NULL }
};
Blueprints::Blueprints
(
)
{
setModel( "blueprints.def" );
}
class EXPORT_FROM_DLL U4Sample : public InventoryItem
{
public:
CLASS_PROTOTYPE( U4Sample );
U4Sample();
};
CLASS_DECLARATION( InventoryItem, U4Sample, "inventory_u4sample" )
ResponseDef U4Sample::Responses[] =
{
{ NULL, NULL }
};
U4Sample::U4Sample
(
)
{
setModel( "u4_sample.def" );
}
class EXPORT_FROM_DLL Envelope : public InventoryItem
{
public:
CLASS_PROTOTYPE( Envelope );
Envelope();
};
CLASS_DECLARATION( InventoryItem, Envelope, "inventory_envelope" )
ResponseDef Envelope::Responses[] =
{
{ NULL, NULL }
};
Envelope::Envelope
(
)
{
setModel( "envelope.def" );
}
class EXPORT_FROM_DLL CandyBar : public InventoryItem
{
public:
CLASS_PROTOTYPE( CandyBar );
CandyBar();
};
CLASS_DECLARATION( InventoryItem, CandyBar, "inventory_candybar" )
ResponseDef CandyBar::Responses[] =
{
{ NULL, NULL }
};
CandyBar::CandyBar
(
)
{
setModel( "CandyBar.def" );
}
class EXPORT_FROM_DLL PassCode : public InventoryItem
{
public:
CLASS_PROTOTYPE( PassCode );
PassCode();
};
CLASS_DECLARATION( InventoryItem, PassCode, "inventory_passcode" )
ResponseDef PassCode::Responses[] =
{
{ NULL, NULL }
};
PassCode::PassCode
(
)
{
setModel( "password.def" );
}
class EXPORT_FROM_DLL PassCode2 : public InventoryItem
{
public:
CLASS_PROTOTYPE( PassCode2 );
PassCode2();
};
CLASS_DECLARATION( InventoryItem, PassCode2, "inventory_passcode2" )
ResponseDef PassCode2::Responses[] =
{
{ NULL, NULL }
};
PassCode2::PassCode2
(
)
{
setModel( "password2.def" );
}
class EXPORT_FROM_DLL Hand : public InventoryItem
{
public:
CLASS_PROTOTYPE( Hand );
Hand();
};
CLASS_DECLARATION( InventoryItem, Hand, "inventory_hand" )
ResponseDef Hand::Responses[] =
{
{ NULL, NULL }
};
Hand::Hand
(
)
{
setModel( "hand.def" );
}
/*SINED inventory_genericpulsepart (.3 1 .3) (-8 -8 0) (8 8 16) NOT_SOLID NOT_DAMAGABLE
Pulse Weapon Part - Will always spawn as the next piece that the user needs
to complete the weapon. When the user picks up 3 of these, they will get the PulseRifle
*/
class EXPORT_FROM_DLL GenericPulsePart : public InventoryItem
{
public:
CLASS_PROTOTYPE( GenericPulsePart );
GenericPulsePart();
};
CLASS_DECLARATION( InventoryItem, GenericPulsePart, "inventory_genericpulsepart" )
ResponseDef GenericPulsePart::Responses[] =
{
{ NULL, NULL }
};
GenericPulsePart::GenericPulsePart
(
)
{
ScriptVariable *var1,*var2,*var3;
var1 = gameVars.GetVariable( "pulse1" );
var2 = gameVars.GetVariable( "pulse2" );
var3 = gameVars.GetVariable( "pulse3" );
// Based on what pulserifle pieces that have already been found,
// spawn the correct model in the game.
if ( !var1 )
{
PulsePart1 *part1;
part1 = new PulsePart1;
part1->setModel( "pulsepart1.def" );
part1->setOrigin( origin );
part1->worldorigin.copyTo(part1->edict->s.old_origin);
}
else if ( !var2 )
{
PulsePart2 *part2;
part2 = new PulsePart2;
part2->setModel( "pulsepart2.def" );
part2->setOrigin( origin );
part2->worldorigin.copyTo(part2->edict->s.old_origin);
}
else if ( !var3 )
{
PulsePart3 *part3;
part3 = new PulsePart3;
part3->setModel( "pulsepart3.def" );
part3->setOrigin( origin );
part3->worldorigin.copyTo(part3->edict->s.old_origin);
}
PostEvent( EV_Remove, 0 );
}
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