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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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#include "game.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( pev->health ? pev->health : 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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|| ( ( chargerfix.value ) && ( pActivator->pev->health >= pActivator->pev->max_health ) )
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|| ( FBitSet( ((CBasePlayer*)pActivator)->m_iHideHUD, HIDEHUD_NOHEV )
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&& !g_pGameRules->IsMultiplayer() ) ) )
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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 + 0.62f;
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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 + 0.25f;
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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 = 0.56f + 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 + 0.1f;
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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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