Added forcepickup functions to weapons

+Added givetoactivator input so mappers can give weapons to a specific
person.

+Also added neverremove and ignorepickupcounters so that the weapons can
be picked up (or forced) on multiple people.
This commit is contained in:
Ben 2014-12-31 03:21:29 +00:00
parent 69ec091490
commit 53e454fe1b
2 changed files with 48 additions and 8 deletions

View file

@ -8,6 +8,9 @@ ENT.CleanupPriority = 1
function ENT:Initialize() function ENT:Initialize()
self.m_Health = 200 self.m_Health = 200
self.IgnorePickupCount = self.IgnorePickupCount or false
self.Forced = self.Forced or false
self.NeverRemove = self.NeverRemove or false
local weptab = weapons.GetStored(self:GetWeaponType()) local weptab = weapons.GetStored(self:GetWeaponType())
if weptab and not weptab.BoxPhysicsMax then if weptab and not weptab.BoxPhysicsMax then
@ -53,17 +56,21 @@ function ENT:GetShouldRemoveAmmo()
end end
function ENT:Use(activator, caller) function ENT:Use(activator, caller)
if not activator:IsPlayer() self:GiveToActivator(activator, caller)
end
function ENT:GiveToActivator(activator, caller)
if not activator:IsPlayer()
or not activator:Alive() or not activator:Alive()
or activator:Team() ~= TEAM_HUMAN or activator:Team() ~= TEAM_HUMAN
or self.Removing or self.Removing
or activator:KeyDown(GAMEMODE.UtilityKey) or (activator:KeyDown(GAMEMODE.UtilityKey) and not self.Forced)
or self.NoPickupsTime and CurTime() < self.NoPickupsTime and self.NoPickupsOwner ~= activator then return end or self.NoPickupsTime and CurTime() < self.NoPickupsTime and self.NoPickupsOwner ~= activator then return end
local weptype = self:GetWeaponType() local weptype = self:GetWeaponType()
if not weptype then return end if not weptype then return end
if activator:HasWeapon(weptype) and not GAMEMODE.MaxWeaponPickups then if activator:HasWeapon(weptype) and (self.Forced or not GAMEMODE.MaxWeaponPickups) then
local wep = activator:GetWeapon(weptype) local wep = activator:GetWeapon(weptype)
if wep:IsValid() then if wep:IsValid() then
local primary = wep:ValidPrimaryAmmo() local primary = wep:ValidPrimaryAmmo()
@ -74,7 +81,7 @@ function ENT:Use(activator, caller)
local stored = weapons.GetStored(weptype) local stored = weapons.GetStored(weptype)
if stored and stored.AmmoIfHas then if stored and stored.AmmoIfHas then
self:RemoveNextFrame() if not self.NeverRemove then self:RemoveNextFrame() end
end end
return return
@ -89,11 +96,11 @@ function ENT:Use(activator, caller)
wep:SetClip2(self:GetClip2()) wep:SetClip2(self:GetClip2())
end end
if self.PlacedInMap then if self.PlacedInMap and not self.IgnorePickupCount then
activator.WeaponPickups = (activator.WeaponPickups or 0) + 1 activator.WeaponPickups = (activator.WeaponPickups or 0) + 1
end end
self:RemoveNextFrame() if not self.NeverRemove then self:RemoveNextFrame() end
end end
else else
activator:CenterNotify(COLOR_RED, translate.ClientGet(activator, "you_decide_to_leave_some")) activator:CenterNotify(COLOR_RED, translate.ClientGet(activator, "you_decide_to_leave_some"))
@ -104,10 +111,28 @@ function ENT:KeyValue(key, value)
key = string.lower(key) key = string.lower(key)
if key == "weapontype" then if key == "weapontype" then
self:SetWeaponType(value) self:SetWeaponType(value)
elseif key == "ignorepickupcount" then
self.IgnorePickupCount = tonumber(value) == 1
elseif key == "neverremove" then
self.NeverRemove = tonumber(value) == 1
end
end
function ENT:AcceptInput(name, activator, caller, arg)
name = string.lower(name)
if name == "givetoactivator" then
self.Forced = true
self:GiveToActivator(activator,caller)
return true
elseif name == "setneverremove" then
self.NeverRemove = tonumber(arg) == 1
elseif name == "setignorepickupcount" then
self.IgnorePickupCount = tonumber(arg) == 1
end end
end end
function ENT:OnTakeDamage(dmginfo) function ENT:OnTakeDamage(dmginfo)
if self.NeverRemove then return end
self:TakePhysicsDamage(dmginfo) self:TakePhysicsDamage(dmginfo)
self.m_Health = self.m_Health - dmginfo:GetDamage() self.m_Health = self.m_Health - dmginfo:GetDamage()

View file

@ -478,7 +478,22 @@
@PointClass studio("models/weapons/w_irifle.mdl") base(Targetname, Parentname, Angles) = prop_weapon : "ZS: Game Specific Weapon." @PointClass studio("models/weapons/w_irifle.mdl") base(Targetname, Parentname, Angles) = prop_weapon : "ZS: Game Specific Weapon."
[ [
// Keys // Keys
weapontype(string) : "weapon_type" : "weapon_zs_m4" : "Weapon type this entity becomes" weapontype(string) : "Weapon Type" : "weapon_zs_m4" : "Weapon type this entity becomes"
neverremove(choices) : "Never Remove" : 0 : "Never remove when used or damage, for repeated uses." =
[
0 : "No"
1 : "Yes"
]
ignorepickupcount(choices) : "Ignore Pickup Counter" : 0 : "Set to ignore a maxpickupcounter, if any." =
[
0 : "No"
1 : "Yes"
]
// Inputs
input givetoactivator(void) : "Forces the weapon onto the activator."
input setneverremove(integer) : "Set to make infinite uses."
input setignorepickupcount(integer) : "Set to ignore any max pickup counter."
] ]
@PointClass base(Targetname, Parentname) sphere( range ) = point_worldhint : "ZS: Allows you to create 3D hints and information tags." @PointClass base(Targetname, Parentname) sphere( range ) = point_worldhint : "ZS: Allows you to create 3D hints and information tags."