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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "items.h"
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#include "gamerules.h"
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extern int gmsgItemPickup;
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class CHealthKit : public CItem
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{
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void Spawn( void );
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void Precache( void );
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BOOL MyTouch( CBasePlayer *pPlayer );
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/*
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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*/
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};
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LINK_ENTITY_TO_CLASS( item_healthkit, CHealthKit )
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/*
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TYPEDESCRIPTION CHealthKit::m_SaveData[] =
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{
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};
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IMPLEMENT_SAVERESTORE( CHealthKit, CItem )
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*/
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void CHealthKit::Spawn( void )
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/w_medkit.mdl" );
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CItem::Spawn();
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}
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void CHealthKit::Precache( void )
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{
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PRECACHE_MODEL( "models/w_medkit.mdl" );
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PRECACHE_SOUND( "items/smallmedkit1.wav" );
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}
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BOOL CHealthKit::MyTouch( CBasePlayer *pPlayer )
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{
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if( pPlayer->pev->deadflag != DEAD_NO )
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{
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return FALSE;
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}
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if( pPlayer->TakeHealth( gSkillData.healthkitCapacity, DMG_GENERIC ) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
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WRITE_STRING( STRING( pev->classname ) );
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MESSAGE_END();
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EMIT_SOUND( ENT( pPlayer->pev ), CHAN_ITEM, "items/smallmedkit1.wav", 1, ATTN_NORM );
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if( g_pGameRules->ItemShouldRespawn( this ) )
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{
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Respawn();
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}
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else
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{
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UTIL_Remove( this );
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}
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return TRUE;
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}
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return FALSE;
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}
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//-------------------------------------------------------------
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// Wall mounted health kit
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//-------------------------------------------------------------
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class CWallHealth : public CBaseToggle
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{
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public:
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void Spawn();
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void Precache( void );
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void EXPORT Off( void );
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void EXPORT Recharge( void );
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void KeyValue( KeyValueData *pkvd );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual int ObjectCaps( void ) { return ( CBaseToggle::ObjectCaps() | FCAP_CONTINUOUS_USE ) & ~FCAP_ACROSS_TRANSITION; }
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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float m_flNextCharge;
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int m_iReactivate ; // DeathMatch Delay until reactvated
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int m_iJuice;
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int m_iOn; // 0 = off, 1 = startup, 2 = going
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float m_flSoundTime;
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};
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TYPEDESCRIPTION CWallHealth::m_SaveData[] =
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{
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DEFINE_FIELD( CWallHealth, m_flNextCharge, FIELD_TIME ),
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DEFINE_FIELD( CWallHealth, m_iReactivate, FIELD_INTEGER ),
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DEFINE_FIELD( CWallHealth, m_iJuice, FIELD_INTEGER ),
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DEFINE_FIELD( CWallHealth, m_iOn, FIELD_INTEGER ),
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DEFINE_FIELD( CWallHealth, m_flSoundTime, FIELD_TIME ),
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};
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IMPLEMENT_SAVERESTORE( CWallHealth, CBaseEntity )
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LINK_ENTITY_TO_CLASS( func_healthcharger, CWallHealth )
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void CWallHealth::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq(pkvd->szKeyName, "style" ) ||
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FStrEq( pkvd->szKeyName, "height" ) ||
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FStrEq( pkvd->szKeyName, "value1" ) ||
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FStrEq( pkvd->szKeyName, "value2" ) ||
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FStrEq( pkvd->szKeyName, "value3" ) )
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{
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "dmdelay" ) )
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{
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m_iReactivate = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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CBaseToggle::KeyValue( pkvd );
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}
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void CWallHealth::Spawn()
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{
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Precache();
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pev->solid = SOLID_BSP;
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pev->movetype = MOVETYPE_PUSH;
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UTIL_SetOrigin( pev, pev->origin ); // set size and link into world
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UTIL_SetSize( pev, pev->mins, pev->maxs );
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SET_MODEL( ENT( pev ), STRING( pev->model ) );
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m_iJuice = (int)gSkillData.healthchargerCapacity;
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pev->frame = 0;
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}
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void CWallHealth::Precache()
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{
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PRECACHE_SOUND( "items/medshot4.wav" );
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PRECACHE_SOUND( "items/medshotno1.wav" );
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PRECACHE_SOUND( "items/medcharge4.wav" );
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}
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void CWallHealth::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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// Make sure that we have a caller
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if( !pActivator )
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return;
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// if it's not a player, ignore
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if( !pActivator->IsPlayer() )
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return;
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// if there is no juice left, turn it off
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if( m_iJuice <= 0 )
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{
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pev->frame = 1;
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Off();
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}
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// if the player doesn't have the suit, or there is no juice left, make the deny noise
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if( ( m_iJuice <= 0 ) || ( !( pActivator->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) )
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{
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if( m_flSoundTime <= gpGlobals->time )
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{
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m_flSoundTime = gpGlobals->time + 0.62;
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshotno1.wav", 1.0, ATTN_NORM );
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}
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return;
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}
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pev->nextthink = pev->ltime + 0.25;
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SetThink( &CWallHealth::Off );
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// Time to recharge yet?
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if( m_flNextCharge >= gpGlobals->time )
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return;
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// Play the on sound or the looping charging sound
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if( !m_iOn )
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{
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m_iOn++;
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM );
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m_flSoundTime = 0.56 + gpGlobals->time;
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}
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if( ( m_iOn == 1 ) && ( m_flSoundTime <= gpGlobals->time ) )
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{
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m_iOn++;
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EMIT_SOUND( ENT( pev ), CHAN_STATIC, "items/medcharge4.wav", 1.0, ATTN_NORM );
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}
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// charge the player
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if( pActivator->TakeHealth( 1, DMG_GENERIC ) )
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{
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m_iJuice--;
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}
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// govern the rate of charge
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m_flNextCharge = gpGlobals->time + 0.1;
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}
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void CWallHealth::Recharge( void )
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{
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM );
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m_iJuice = (int)gSkillData.healthchargerCapacity;
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pev->frame = 0;
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SetThink( &CBaseEntity::SUB_DoNothing );
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}
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void CWallHealth::Off( void )
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{
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// Stop looping sound.
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if( m_iOn > 1 )
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STOP_SOUND( ENT( pev ), CHAN_STATIC, "items/medcharge4.wav" );
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m_iOn = 0;
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if( ( !m_iJuice ) && ( ( m_iReactivate = (int)g_pGameRules->FlHealthChargerRechargeTime() ) > 0 ) )
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{
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pev->nextthink = pev->ltime + m_iReactivate;
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SetThink( &CWallHealth::Recharge );
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}
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else
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SetThink( &CBaseEntity::SUB_DoNothing );
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}
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//-------------------------------------------------------------
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// Wall mounted health kit (PS2 && Decay)
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//-------------------------------------------------------------
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class CWallHealthJarDecay : public CBaseAnimating
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{
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public:
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void Spawn();
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};
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void CWallHealthJarDecay::Spawn()
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{
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pev->solid = SOLID_NOT;
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pev->movetype = MOVETYPE_FLY;
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SET_MODEL(ENT(pev), "models/health_charger_both.mdl");
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pev->renderamt = 180;
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pev->rendermode = kRenderTransTexture;
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InitBoneControllers();
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}
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class CWallHealthDecay : public CBaseAnimating
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{
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public:
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void Spawn();
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void Precache(void);
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void EXPORT SearchForPlayer();
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void EXPORT Off( void );
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void EXPORT Recharge( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual int ObjectCaps( void ) { return ( CBaseAnimating::ObjectCaps() | FCAP_CONTINUOUS_USE ) & ~FCAP_ACROSS_TRANSITION; }
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void TurnNeedleToPlayer(const Vector player);
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void SetNeedleState(int state);
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void SetNeedleController(float yaw);
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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enum {
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Still,
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Deploy,
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Idle,
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GiveShot,
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Healing,
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RetractShot,
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RetractArm,
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Inactive
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};
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float m_flNextCharge;
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int m_iJuice;
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int m_iState;
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float m_flSoundTime;
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CWallHealthJarDecay* m_jar;
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BOOL m_playingChargeSound;
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protected:
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void SetMySequence(const char* sequence);
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};
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TYPEDESCRIPTION CWallHealthDecay::m_SaveData[] =
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{
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DEFINE_FIELD( CWallHealthDecay, m_flNextCharge, FIELD_TIME ),
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DEFINE_FIELD( CWallHealthDecay, m_iJuice, FIELD_INTEGER ),
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DEFINE_FIELD( CWallHealthDecay, m_iState, FIELD_INTEGER ),
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DEFINE_FIELD( CWallHealthDecay, m_flSoundTime, FIELD_TIME ),
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DEFINE_FIELD( CWallHealthDecay, m_jar, FIELD_CLASSPTR),
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DEFINE_FIELD( CWallHealthDecay, m_playingChargeSound, FIELD_BOOLEAN),
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};
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IMPLEMENT_SAVERESTORE( CWallHealthDecay, CBaseAnimating )
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void CWallHealthDecay::Spawn()
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{
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Precache();
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_FLY;
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SET_MODEL(ENT(pev), "models/health_charger_body.mdl");
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UTIL_SetSize(pev, Vector(-12, -16, 0), Vector(12, 16, 48));
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UTIL_SetOrigin(pev, pev->origin);
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m_iJuice = gSkillData.healthchargerCapacity;
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pev->skin = 0;
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m_jar = GetClassPtr( (CWallHealthJarDecay *)NULL );
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m_jar->Spawn();
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UTIL_SetOrigin( m_jar->pev, pev->origin );
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m_jar->pev->owner = ENT( pev );
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m_jar->pev->angles = pev->angles;
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InitBoneControllers();
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if (m_iJuice > 0)
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{
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m_iState = Still;
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SetThink(&CWallHealthDecay::SearchForPlayer);
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pev->nextthink = gpGlobals->time + 0.1;
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}
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else
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{
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m_iState = Inactive;
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}
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}
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LINK_ENTITY_TO_CLASS(item_healthcharger, CWallHealthDecay)
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void CWallHealthDecay::Precache(void)
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{
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PRECACHE_MODEL("models/health_charger_body.mdl");
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PRECACHE_MODEL("models/health_charger_both.mdl");
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PRECACHE_SOUND( "items/medshot4.wav" );
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PRECACHE_SOUND( "items/medshotno1.wav" );
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PRECACHE_SOUND( "items/medcharge4.wav" );
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}
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void CWallHealthDecay::SearchForPlayer()
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{
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CBaseEntity* pEntity = 0;
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float delay = 0.05;
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|
|
UTIL_MakeVectors( pev->angles );
|
|
|
|
while((pEntity = UTIL_FindEntityInSphere(pEntity, Center(), 64)) != 0) { // this must be in sync with PLAYER_SEARCH_RADIUS from player.cpp
|
|
|
|
if (pEntity->IsPlayer()) {
|
|
|
|
if (DotProduct(pEntity->pev->origin - pev->origin, gpGlobals->v_forward) < 0) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
TurnNeedleToPlayer(pEntity->pev->origin);
|
|
|
|
switch (m_iState) {
|
|
|
|
case RetractShot:
|
|
|
|
SetNeedleState(Idle);
|
|
|
|
break;
|
|
|
|
case RetractArm:
|
|
|
|
SetNeedleState(Deploy);
|
|
|
|
break;
|
|
|
|
case Still:
|
|
|
|
SetNeedleState(Deploy);
|
|
|
|
delay = 0.1;
|
|
|
|
break;
|
|
|
|
case Deploy:
|
|
|
|
SetNeedleState(Idle);
|
|
|
|
break;
|
|
|
|
case Idle:
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (!pEntity || !pEntity->IsPlayer()) {
|
|
|
|
switch (m_iState) {
|
|
|
|
case Deploy:
|
|
|
|
case Idle:
|
|
|
|
case RetractShot:
|
|
|
|
SetNeedleState(RetractArm);
|
|
|
|
delay = 0.2;
|
|
|
|
break;
|
|
|
|
case RetractArm:
|
|
|
|
SetNeedleState(Still);
|
|
|
|
break;
|
|
|
|
case Still:
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pev->nextthink = gpGlobals->time + delay;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CWallHealthDecay::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
|
|
|
{
|
|
|
|
// Make sure that we have a caller
|
|
|
|
if( !pActivator )
|
|
|
|
return;
|
|
|
|
// if it's not a player, ignore
|
|
|
|
if( !pActivator->IsPlayer() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (m_iState != Idle && m_iState != GiveShot && m_iState != Healing && m_iState != Inactive)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// if there is no juice left, turn it off
|
|
|
|
if( (m_iState == Healing || m_iState == GiveShot) && m_iJuice <= 0 )
|
|
|
|
{
|
|
|
|
pev->skin = 1;
|
|
|
|
SetThink(&CWallHealthDecay::Off);
|
|
|
|
pev->nextthink = gpGlobals->time;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if the player doesn't have the suit, or there is no juice left, make the deny noise
|
|
|
|
if( ( m_iJuice <= 0 ) || ( !( pActivator->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) )
|
|
|
|
{
|
|
|
|
if( m_flSoundTime <= gpGlobals->time )
|
|
|
|
{
|
|
|
|
m_flSoundTime = gpGlobals->time + 0.62;
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshotno1.wav", 1.0, ATTN_NORM );
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
SetThink(&CWallHealthDecay::Off);
|
|
|
|
pev->nextthink = gpGlobals->time + 0.25;
|
|
|
|
|
|
|
|
// Time to recharge yet?
|
|
|
|
if( m_flNextCharge >= gpGlobals->time )
|
|
|
|
return;
|
|
|
|
|
|
|
|
TurnNeedleToPlayer(pActivator->pev->origin);
|
|
|
|
switch (m_iState) {
|
|
|
|
case Idle:
|
|
|
|
m_flSoundTime = 0.56 + gpGlobals->time;
|
|
|
|
SetNeedleState(GiveShot);
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
case GiveShot:
|
|
|
|
SetNeedleState(Healing);
|
|
|
|
break;
|
|
|
|
case Healing:
|
|
|
|
if (!m_playingChargeSound && m_flSoundTime <= gpGlobals->time)
|
|
|
|
{
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_STATIC, "items/medcharge4.wav", 1.0, ATTN_NORM );
|
|
|
|
m_playingChargeSound = TRUE;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
ALERT(at_console, "Unexpected healthcharger state on use: %d\n", m_iState);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// charge the player
|
|
|
|
if( pActivator->TakeHealth( 1, DMG_GENERIC ) )
|
|
|
|
{
|
|
|
|
m_iJuice--;
|
|
|
|
const float jarBoneControllerValue = (m_iJuice / gSkillData.healthchargerCapacity) * 11 - 11;
|
|
|
|
m_jar->SetBoneController(0, jarBoneControllerValue );
|
|
|
|
}
|
|
|
|
|
|
|
|
// govern the rate of charge
|
|
|
|
m_flNextCharge = gpGlobals->time + 0.1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CWallHealthDecay::Recharge( void )
|
|
|
|
{
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM );
|
|
|
|
m_iJuice = gSkillData.healthchargerCapacity;
|
|
|
|
m_jar->SetBoneController(0, 0);
|
|
|
|
pev->skin = 0;
|
|
|
|
SetNeedleState(Still);
|
|
|
|
SetThink( &CWallHealthDecay::SearchForPlayer );
|
|
|
|
pev->nextthink = gpGlobals->time;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CWallHealthDecay::Off( void )
|
|
|
|
{
|
|
|
|
switch (m_iState) {
|
|
|
|
case GiveShot:
|
|
|
|
case Healing:
|
|
|
|
if (m_playingChargeSound) {
|
|
|
|
STOP_SOUND( ENT( pev ), CHAN_STATIC, "items/medcharge4.wav" );
|
|
|
|
m_playingChargeSound = FALSE;
|
|
|
|
}
|
|
|
|
SetNeedleState(RetractShot);
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
break;
|
|
|
|
case RetractShot:
|
|
|
|
if (m_iJuice > 0) {
|
|
|
|
SetNeedleState(Idle);
|
|
|
|
SetThink( &CWallHealthDecay::SearchForPlayer );
|
|
|
|
pev->nextthink = gpGlobals->time;
|
|
|
|
} else {
|
|
|
|
SetNeedleState(RetractArm);
|
|
|
|
pev->nextthink = gpGlobals->time + 0.2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case RetractArm:
|
|
|
|
{
|
|
|
|
if( ( m_iJuice <= 0 ) )
|
|
|
|
{
|
|
|
|
SetNeedleState(Inactive);
|
|
|
|
const float rechargeTime = g_pGameRules->FlHealthChargerRechargeTime();
|
|
|
|
if (rechargeTime > 0 ) {
|
|
|
|
pev->nextthink = gpGlobals->time + rechargeTime;
|
|
|
|
SetThink( &CWallHealthDecay::Recharge );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CWallHealthDecay::SetMySequence(const char *sequence)
|
|
|
|
{
|
|
|
|
pev->sequence = LookupSequence( sequence );
|
|
|
|
if (pev->sequence == -1) {
|
|
|
|
ALERT(at_error, "unknown sequence: %s\n", sequence);
|
|
|
|
pev->sequence = 0;
|
|
|
|
}
|
|
|
|
pev->frame = 0;
|
|
|
|
ResetSequenceInfo( );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CWallHealthDecay::SetNeedleState(int state)
|
|
|
|
{
|
|
|
|
m_iState = state;
|
|
|
|
if (state == RetractArm)
|
|
|
|
SetNeedleController(0);
|
|
|
|
switch (state) {
|
|
|
|
case Still:
|
|
|
|
SetMySequence("still");
|
|
|
|
break;
|
|
|
|
case Deploy:
|
|
|
|
SetMySequence("deploy");
|
|
|
|
break;
|
|
|
|
case Idle:
|
|
|
|
SetMySequence("prep_shot");
|
|
|
|
break;
|
|
|
|
case GiveShot:
|
|
|
|
SetMySequence("give_shot");
|
|
|
|
break;
|
|
|
|
case Healing:
|
|
|
|
SetMySequence("shot_idle");
|
|
|
|
break;
|
|
|
|
case RetractShot:
|
|
|
|
SetMySequence("retract_shot");
|
|
|
|
break;
|
|
|
|
case RetractArm:
|
|
|
|
SetMySequence("retract_arm");
|
|
|
|
break;
|
|
|
|
case Inactive:
|
|
|
|
SetMySequence("inactive");
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CWallHealthDecay::TurnNeedleToPlayer(const Vector player)
|
|
|
|
{
|
|
|
|
float yaw = UTIL_VecToYaw( player - pev->origin ) - pev->angles.y;
|
|
|
|
|
|
|
|
if( yaw > 180 )
|
|
|
|
yaw -= 360;
|
|
|
|
if( yaw < -180 )
|
|
|
|
yaw += 360;
|
|
|
|
|
|
|
|
SetNeedleController( yaw );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CWallHealthDecay::SetNeedleController(float yaw)
|
|
|
|
{
|
|
|
|
SetBoneController(0, yaw);
|
|
|
|
}
|