|
|
|
/***
|
|
|
|
*
|
|
|
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
|
|
|
*
|
|
|
|
* This product contains software technology licensed from Id
|
|
|
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
|
|
|
* All Rights Reserved.
|
|
|
|
*
|
|
|
|
* Use, distribution, and modification of this source code and/or resulting
|
|
|
|
* object code is restricted to non-commercial enhancements to products from
|
|
|
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
|
|
|
* without written permission from Valve LLC.
|
|
|
|
*
|
|
|
|
****/
|
|
|
|
/*
|
|
|
|
|
|
|
|
===== h_battery.cpp ========================================================
|
|
|
|
|
|
|
|
battery-related code
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
#include "extdll.h"
|
|
|
|
#include "util.h"
|
|
|
|
#include "cbase.h"
|
|
|
|
#include "saverestore.h"
|
|
|
|
#include "skill.h"
|
|
|
|
#include "gamerules.h"
|
|
|
|
#include "effects.h"
|
|
|
|
|
|
|
|
class CRecharge : public CBaseToggle
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Spawn();
|
|
|
|
void Precache( void );
|
|
|
|
void EXPORT Off(void);
|
|
|
|
void EXPORT Recharge(void);
|
|
|
|
void KeyValue( KeyValueData *pkvd );
|
|
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
|
|
virtual int ObjectCaps( void ) { return ( CBaseToggle::ObjectCaps() | FCAP_CONTINUOUS_USE ) & ~FCAP_ACROSS_TRANSITION; }
|
|
|
|
virtual int Save( CSave &save );
|
|
|
|
virtual int Restore( CRestore &restore );
|
|
|
|
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
|
|
|
|
float m_flNextCharge;
|
|
|
|
int m_iReactivate; // DeathMatch Delay until reactvated
|
|
|
|
int m_iJuice;
|
|
|
|
int m_iOn; // 0 = off, 1 = startup, 2 = going
|
|
|
|
float m_flSoundTime;
|
|
|
|
};
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CRecharge::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CRecharge, m_flNextCharge, FIELD_TIME ),
|
|
|
|
DEFINE_FIELD( CRecharge, m_iReactivate, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CRecharge, m_iJuice, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CRecharge, m_iOn, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CRecharge, m_flSoundTime, FIELD_TIME ),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CRecharge, CBaseEntity )
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( func_recharge, CRecharge )
|
|
|
|
|
|
|
|
void CRecharge::KeyValue( KeyValueData *pkvd )
|
|
|
|
{
|
|
|
|
if( FStrEq( pkvd->szKeyName, "style" ) ||
|
|
|
|
FStrEq( pkvd->szKeyName, "height" ) ||
|
|
|
|
FStrEq( pkvd->szKeyName, "value1" ) ||
|
|
|
|
FStrEq( pkvd->szKeyName, "value2" ) ||
|
|
|
|
FStrEq( pkvd->szKeyName, "value3" ) )
|
|
|
|
{
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "dmdelay" ) )
|
|
|
|
{
|
|
|
|
m_iReactivate = atoi( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
CBaseToggle::KeyValue( pkvd );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CRecharge::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
|
|
|
|
pev->solid = SOLID_BSP;
|
|
|
|
pev->movetype = MOVETYPE_PUSH;
|
|
|
|
|
|
|
|
UTIL_SetOrigin( pev, pev->origin ); // set size and link into world
|
|
|
|
UTIL_SetSize( pev, pev->mins, pev->maxs );
|
|
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) );
|
|
|
|
m_iJuice = (int)gSkillData.suitchargerCapacity;
|
|
|
|
pev->frame = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CRecharge::Precache()
|
|
|
|
{
|
|
|
|
PRECACHE_SOUND( "items/suitcharge1.wav" );
|
|
|
|
PRECACHE_SOUND( "items/suitchargeno1.wav" );
|
|
|
|
PRECACHE_SOUND( "items/suitchargeok1.wav" );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
|
|
{
|
|
|
|
// if it's not a player, ignore
|
|
|
|
if( !FClassnameIs( pActivator->pev, "player" ) )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// if there is no juice left, turn it off
|
|
|
|
if( m_iJuice <= 0 )
|
|
|
|
{
|
|
|
|
pev->frame = 1;
|
|
|
|
Off();
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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/suitchargeno1.wav", 0.85, ATTN_NORM );
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
pev->nextthink = pev->ltime + 0.25;
|
|
|
|
SetThink( &CRecharge::Off );
|
|
|
|
|
|
|
|
// Time to recharge yet?
|
|
|
|
if( m_flNextCharge >= gpGlobals->time )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Make sure that we have a caller
|
|
|
|
if( !pActivator )
|
|
|
|
return;
|
|
|
|
|
|
|
|
m_hActivator = pActivator;
|
|
|
|
|
|
|
|
//only recharge the player
|
|
|
|
if( !m_hActivator->IsPlayer() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Play the on sound or the looping charging sound
|
|
|
|
if( !m_iOn )
|
|
|
|
{
|
|
|
|
m_iOn++;
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeok1.wav", 0.85, ATTN_NORM );
|
|
|
|
m_flSoundTime = 0.56 + gpGlobals->time;
|
|
|
|
}
|
|
|
|
if( ( m_iOn == 1 ) && ( m_flSoundTime <= gpGlobals->time ) )
|
|
|
|
{
|
|
|
|
m_iOn++;
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav", 0.85, ATTN_NORM );
|
|
|
|
}
|
|
|
|
|
|
|
|
// charge the player
|
|
|
|
if( m_hActivator->pev->armorvalue < 100 )
|
|
|
|
{
|
|
|
|
m_iJuice--;
|
|
|
|
m_hActivator->pev->armorvalue += 1;
|
|
|
|
|
|
|
|
if( m_hActivator->pev->armorvalue > 100 )
|
|
|
|
m_hActivator->pev->armorvalue = 100;
|
|
|
|
}
|
|
|
|
|
|
|
|
// govern the rate of charge
|
|
|
|
m_flNextCharge = gpGlobals->time + 0.1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CRecharge::Recharge( void )
|
|
|
|
{
|
|
|
|
m_iJuice = (int)gSkillData.suitchargerCapacity;
|
|
|
|
pev->frame = 0;
|
|
|
|
SetThink( &CBaseEntity::SUB_DoNothing );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CRecharge::Off( void )
|
|
|
|
{
|
|
|
|
// Stop looping sound.
|
|
|
|
if( m_iOn > 1 )
|
|
|
|
STOP_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav" );
|
|
|
|
|
|
|
|
m_iOn = 0;
|
|
|
|
|
|
|
|
if( ( !m_iJuice ) && ( ( m_iReactivate = (int)g_pGameRules->FlHEVChargerRechargeTime() ) > 0 ) )
|
|
|
|
{
|
|
|
|
pev->nextthink = pev->ltime + m_iReactivate;
|
|
|
|
SetThink( &CRecharge::Recharge );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
SetThink( &CBaseEntity::SUB_DoNothing );
|
|
|
|
}
|
|
|
|
|
|
|
|
//-------------------------------------------------------------
|
|
|
|
// Wall mounted health kit (PS2 && Decay)
|
|
|
|
//-------------------------------------------------------------
|
|
|
|
|
|
|
|
class CRechargeGlassDecay : public CBaseAnimating
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Spawn();
|
|
|
|
};
|
|
|
|
|
|
|
|
void CRechargeGlassDecay::Spawn()
|
|
|
|
{
|
|
|
|
pev->solid = SOLID_NOT;
|
|
|
|
pev->movetype = MOVETYPE_FLY;
|
|
|
|
|
|
|
|
SET_MODEL(ENT(pev), "models/hev_glass.mdl");
|
|
|
|
pev->renderamt = 150;
|
|
|
|
pev->rendermode = kRenderTransTexture;
|
|
|
|
}
|
|
|
|
|
|
|
|
class CRechargeDecay : public CBaseAnimating
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Spawn();
|
|
|
|
void Precache(void);
|
|
|
|
void EXPORT SearchForPlayer();
|
|
|
|
void EXPORT Off( void );
|
|
|
|
void EXPORT Recharge( void );
|
|
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
|
|
virtual int ObjectCaps( void ) { return ( CBaseAnimating::ObjectCaps() | FCAP_CONTINUOUS_USE ) & ~FCAP_ACROSS_TRANSITION; }
|
|
|
|
void TurnChargeToPlayer(const Vector player);
|
|
|
|
void SetChargeState(int state);
|
|
|
|
void SetChargeController(float yaw);
|
|
|
|
|
|
|
|
virtual int Save( CSave &save );
|
|
|
|
virtual int Restore( CRestore &restore );
|
|
|
|
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
|
|
|
|
enum {
|
|
|
|
Still,
|
|
|
|
Deploy,
|
|
|
|
Idle,
|
|
|
|
GiveShot,
|
|
|
|
Healing,
|
|
|
|
RetractShot,
|
|
|
|
RetractArm,
|
|
|
|
Inactive
|
|
|
|
};
|
|
|
|
|
|
|
|
float m_flNextCharge;
|
|
|
|
int m_iJuice;
|
|
|
|
int m_iState;
|
|
|
|
float m_flSoundTime;
|
|
|
|
CRechargeGlassDecay* m_glass;
|
|
|
|
BOOL m_playingChargeSound;
|
|
|
|
CBeam* m_beam;
|
|
|
|
|
|
|
|
protected:
|
|
|
|
void SetMySequence(const char* sequence);
|
|
|
|
void CreateBeam();
|
|
|
|
};
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CRechargeDecay::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CRechargeDecay, m_flNextCharge, FIELD_TIME ),
|
|
|
|
DEFINE_FIELD( CRechargeDecay, m_iJuice, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CRechargeDecay, m_iState, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CRechargeDecay, m_flSoundTime, FIELD_TIME ),
|
|
|
|
DEFINE_FIELD( CRechargeDecay, m_glass, FIELD_CLASSPTR),
|
|
|
|
DEFINE_FIELD( CRechargeDecay, m_beam, FIELD_CLASSPTR),
|
|
|
|
DEFINE_FIELD( CRechargeDecay, m_playingChargeSound, FIELD_BOOLEAN),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CRechargeDecay, CBaseAnimating )
|
|
|
|
|
|
|
|
void CRechargeDecay::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
|
|
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
|
|
pev->movetype = MOVETYPE_FLY;
|
|
|
|
|
|
|
|
SET_MODEL(ENT(pev), "models/hev.mdl");
|
|
|
|
UTIL_SetSize(pev, Vector(-12, -16, 0), Vector(12, 16, 48));
|
|
|
|
UTIL_SetOrigin(pev, pev->origin);
|
|
|
|
m_iJuice = gSkillData.suitchargerCapacity;
|
|
|
|
pev->skin = 0;
|
|
|
|
|
|
|
|
m_glass = GetClassPtr( (CRechargeGlassDecay *)NULL );
|
|
|
|
m_glass->Spawn();
|
|
|
|
UTIL_SetOrigin( m_glass->pev, pev->origin );
|
|
|
|
m_glass->pev->owner = ENT( pev );
|
|
|
|
m_glass->pev->angles = pev->angles;
|
|
|
|
|
|
|
|
InitBoneControllers();
|
|
|
|
SetBoneController(1, 360);
|
|
|
|
|
|
|
|
CreateBeam();
|
|
|
|
if (m_iJuice > 0)
|
|
|
|
{
|
|
|
|
m_iState = Still;
|
|
|
|
SetThink(&CRechargeDecay::SearchForPlayer);
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_iState = Inactive;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS(item_recharge, CRechargeDecay)
|
|
|
|
|
|
|
|
void CRechargeDecay::Precache(void)
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/hev.mdl");
|
|
|
|
PRECACHE_MODEL("models/hev_glass.mdl");
|
|
|
|
PRECACHE_SOUND( "items/suitcharge1.wav" );
|
|
|
|
PRECACHE_SOUND( "items/suitchargeno1.wav" );
|
|
|
|
PRECACHE_SOUND( "items/suitchargeok1.wav" );
|
|
|
|
PRECACHE_MODEL( "sprites/lgtning.spr" );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CRechargeDecay::SearchForPlayer()
|
|
|
|
{
|
|
|
|
CBaseEntity* pEntity = 0;
|
|
|
|
float delay = 0.05;
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
TurnChargeToPlayer(pEntity->pev->origin);
|
|
|
|
switch (m_iState) {
|
|
|
|
case RetractShot:
|
|
|
|
SetChargeState(Idle);
|
|
|
|
break;
|
|
|
|
case RetractArm:
|
|
|
|
SetChargeState(Deploy);
|
|
|
|
break;
|
|
|
|
case Still:
|
|
|
|
SetChargeState(Deploy);
|
|
|
|
delay = 0.1;
|
|
|
|
break;
|
|
|
|
case Deploy:
|
|
|
|
SetChargeState(Idle);
|
|
|
|
break;
|
|
|
|
case Idle:
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (!pEntity || !pEntity->IsPlayer()) {
|
|
|
|
switch (m_iState) {
|
|
|
|
case Deploy:
|
|
|
|
case Idle:
|
|
|
|
case RetractShot:
|
|
|
|
SetChargeState(RetractArm);
|
|
|
|
delay = 0.2;
|
|
|
|
break;
|
|
|
|
case RetractArm:
|
|
|
|
SetChargeState(Still);
|
|
|
|
break;
|
|
|
|
case Still:
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pev->nextthink = gpGlobals->time + delay;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CRechargeDecay::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(&CRechargeDecay::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/suitchargeno1.wav", 1.0, ATTN_NORM );
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
SetThink(&CRechargeDecay::Off);
|
|
|
|
pev->nextthink = gpGlobals->time + 0.25;
|
|
|
|
|
|
|
|
// Time to recharge yet?
|
|
|
|
if( m_flNextCharge >= gpGlobals->time )
|
|
|
|
return;
|
|
|
|
|
|
|
|
TurnChargeToPlayer(pActivator->pev->origin);
|
|
|
|
switch (m_iState) {
|
|
|
|
case Idle:
|
|
|
|
m_flSoundTime = 0.56 + gpGlobals->time;
|
|
|
|
SetChargeState(GiveShot);
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeok1.wav", 1.0, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
case GiveShot:
|
|
|
|
SetChargeState(Healing);
|
|
|
|
break;
|
|
|
|
case Healing:
|
|
|
|
if (!m_playingChargeSound && m_flSoundTime <= gpGlobals->time)
|
|
|
|
{
|
|
|
|
m_playingChargeSound = TRUE;
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav", 1.0, ATTN_NORM );
|
|
|
|
}
|
|
|
|
// We need to keep playing animation even though it's 1 frame only for controllers smoothing
|
|
|
|
SetChargeState(Healing);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
ALERT(at_console, "Unexpected recharger state on use: %d\n", m_iState);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// charge the player
|
|
|
|
if( pActivator->pev->armorvalue < 100 )
|
|
|
|
{
|
|
|
|
m_iJuice--;
|
|
|
|
pActivator->pev->armorvalue += 1;
|
|
|
|
const float boneControllerValue = (m_iJuice / gSkillData.suitchargerCapacity) * 360;
|
|
|
|
SetBoneController(1, 360 - boneControllerValue);
|
|
|
|
SetBoneController(2, boneControllerValue);
|
|
|
|
|
|
|
|
if( pActivator->pev->armorvalue > 100 )
|
|
|
|
pActivator->pev->armorvalue = 100;
|
|
|
|
}
|
|
|
|
|
|
|
|
// govern the rate of charge
|
|
|
|
m_flNextCharge = gpGlobals->time + 0.1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CRechargeDecay::Recharge( void )
|
|
|
|
{
|
|
|
|
// /EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitcharge1.wav", 1.0, ATTN_NORM );
|
|
|
|
m_iJuice = gSkillData.healthchargerCapacity;
|
|
|
|
SetBoneController(1, 360);
|
|
|
|
SetBoneController(2, 0);
|
|
|
|
if (m_beam)
|
|
|
|
m_beam->SetBrightness( 225 );
|
|
|
|
pev->skin = 0;
|
|
|
|
SetChargeState(Still);
|
|
|
|
SetThink( &CRechargeDecay::SearchForPlayer );
|
|
|
|
pev->nextthink = gpGlobals->time;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CRechargeDecay::Off( void )
|
|
|
|
{
|
|
|
|
switch (m_iState) {
|
|
|
|
case GiveShot:
|
|
|
|
case Healing:
|
|
|
|
if (m_playingChargeSound) {
|
|
|
|
STOP_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav" );
|
|
|
|
m_playingChargeSound = FALSE;
|
|
|
|
}
|
|
|
|
SetChargeState(RetractShot);
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
break;
|
|
|
|
case RetractShot:
|
|
|
|
if (m_iJuice > 0) {
|
|
|
|
SetChargeState(Idle);
|
|
|
|
SetThink( &CRechargeDecay::SearchForPlayer );
|
|
|
|
pev->nextthink = gpGlobals->time;
|
|
|
|
} else {
|
|
|
|
SetChargeState(RetractArm);
|
|
|
|
pev->nextthink = gpGlobals->time + 0.2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case RetractArm:
|
|
|
|
{
|
|
|
|
if( ( m_iJuice <= 0 ) )
|
|
|
|
{
|
|
|
|
if (m_beam)
|
|
|
|
m_beam->SetBrightness(0);
|
|
|
|
SetChargeState(Inactive);
|
|
|
|
const float rechargeTime = g_pGameRules->FlHEVChargerRechargeTime();
|
|
|
|
if (rechargeTime > 0 ) {
|
|
|
|
pev->nextthink = gpGlobals->time + rechargeTime;
|
|
|
|
SetThink( &CRechargeDecay::Recharge );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CRechargeDecay::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 CRechargeDecay::SetChargeState(int state)
|
|
|
|
{
|
|
|
|
m_iState = state;
|
|
|
|
if (state == RetractArm)
|
|
|
|
SetChargeController(0);
|
|
|
|
switch (state) {
|
|
|
|
case Still:
|
|
|
|
SetMySequence("rest");
|
|
|
|
break;
|
|
|
|
case Deploy:
|
|
|
|
SetMySequence("deploy");
|
|
|
|
break;
|
|
|
|
case Idle:
|
|
|
|
SetMySequence("prep_charge");
|
|
|
|
break;
|
|
|
|
case GiveShot:
|
|
|
|
SetMySequence("give_charge");
|
|
|
|
break;
|
|
|
|
case Healing:
|
|
|
|
SetMySequence("charge_idle");
|
|
|
|
break;
|
|
|
|
case RetractShot:
|
|
|
|
SetMySequence("retract_charge");
|
|
|
|
break;
|
|
|
|
case RetractArm:
|
|
|
|
SetMySequence("retract_arm");
|
|
|
|
break;
|
|
|
|
case Inactive:
|
|
|
|
SetMySequence("rest");
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CRechargeDecay::TurnChargeToPlayer(const Vector player)
|
|
|
|
{
|
|
|
|
float yaw = UTIL_VecToYaw( player - pev->origin ) - pev->angles.y;
|
|
|
|
|
|
|
|
if( yaw > 180 )
|
|
|
|
yaw -= 360;
|
|
|
|
if( yaw < -180 )
|
|
|
|
yaw += 360;
|
|
|
|
|
|
|
|
SetChargeController( yaw );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CRechargeDecay::SetChargeController(float yaw)
|
|
|
|
{
|
|
|
|
SetBoneController(3, yaw);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CRechargeDecay::CreateBeam()
|
|
|
|
{
|
|
|
|
CBeam* beam = CBeam::BeamCreate( "sprites/lgtning.spr", 5 );
|
|
|
|
if( !beam )
|
|
|
|
return;
|
|
|
|
beam->EntsInit(entindex(), entindex());
|
|
|
|
beam->SetStartAttachment(3);
|
|
|
|
beam->SetEndAttachment(4);
|
|
|
|
beam->SetColor( 0, 225, 0 );
|
|
|
|
beam->SetBrightness( 225 );
|
|
|
|
beam->SetNoise( 10 );
|
|
|
|
beam->RelinkBeam();
|
|
|
|
|
|
|
|
m_beam = beam;
|
|
|
|
}
|