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#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include "pickup.h"
CPickup::CPickup(CGameWorld *pGameWorld, int Type, int SubType)
: CEntity(pGameWorld, NETOBJTYPE_PICKUP)
{
m_Type = Type;
m_Subtype = SubType;
m_ProximityRadius = PickupPhysSize;
Reset();
GameWorld()->InsertEntity(this);
}
void CPickup::Reset()
{
if (g_pData->m_aPickups[m_Type].m_Spawndelay > 0)
m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * g_pData->m_aPickups[m_Type].m_Spawndelay;
else
m_SpawnTick = -1;
}
void CPickup::Tick()
{
// wait for respawn
if(m_SpawnTick > 0)
{
if(Server()->Tick() > m_SpawnTick)
{
// respawn
m_SpawnTick = -1;
if(m_Type == POWERUP_WEAPON)
GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SPAWN);
}
else
return;
}
// Check if a player intersected us
CCharacter *pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, 0);
if(pChr && pChr->IsAlive())
{
// player picked us up, is someone was hooking us, let them go
int RespawnTime = -1;
switch (m_Type)
{
case POWERUP_HEALTH:
if(pChr->IncreaseHealth(1))
{
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH);
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
}
break;
case POWERUP_ARMOR:
if(pChr->IncreaseArmor(1))
{
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR);
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
}
break;
case POWERUP_WEAPON:
if(m_Subtype >= 0 && m_Subtype < NUM_WEAPONS)
{
if(pChr->GiveWeapon(m_Subtype, 10))
{
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
if(m_Subtype == WEAPON_GRENADE)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
else if(m_Subtype == WEAPON_SHOTGUN)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
else if(m_Subtype == WEAPON_RIFLE)
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
if(pChr->GetPlayer())
GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
}
}
break;
case POWERUP_NINJA:
{
// activate ninja on target player
pChr->GiveNinja();
RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
// loop through all players, setting their emotes
CEntity *apEnts[64];
int Num = GameServer()->m_World.FindEntities(vec2(0, 0), 1000000, apEnts, 64, NETOBJTYPE_CHARACTER);
for (int i = 0; i < Num; ++i)
{
CCharacter *pC = static_cast<CCharacter *>(apEnts[i]);
if (pC != pChr)
pC->SetEmote(EMOTE_SURPRISE, Server()->Tick() + Server()->TickSpeed());
}
pChr->SetEmote(EMOTE_ANGRY, Server()->Tick() + 1200 * Server()->TickSpeed() / 1000);
break;
}
default:
break;
};
if(RespawnTime >= 0)
{
dbg_msg("game", "pickup player='%d:%s' item=%d/%d",
pChr->GetPlayer()->GetCID(), Server()->ClientName(pChr->GetPlayer()->GetCID()), m_Type, m_Subtype);
m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * RespawnTime;
}
}
}
void CPickup::Snap(int SnappingClient)
{
if(m_SpawnTick != -1 || NetworkClipped(SnappingClient))
return;
CNetObj_Pickup *pP = static_cast<CNetObj_Pickup *>(Server()->SnapNewItem(NETOBJTYPE_PICKUP, m_Id, sizeof(CNetObj_Pickup)));
pP->m_X = (int)m_Pos.x;
pP->m_Y = (int)m_Pos.y;
pP->m_Type = m_Type;
pP->m_Subtype = m_Subtype;
}
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