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@ -26,6 +26,7 @@ |
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#include "saverestore.h" |
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#include "saverestore.h" |
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#include "skill.h" |
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#include "skill.h" |
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#include "gamerules.h" |
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#include "gamerules.h" |
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#include "effects.h" |
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class CRecharge : public CBaseToggle |
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class CRecharge : public CBaseToggle |
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{ |
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{ |
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@ -193,3 +194,392 @@ void CRecharge::Off( void ) |
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else |
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else |
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SetThink( &CBaseEntity::SUB_DoNothing ); |
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SetThink( &CBaseEntity::SUB_DoNothing ); |
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} |
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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 CRechargeGlassDecay : 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 CRechargeGlassDecay::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/hev_glass.mdl"); |
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pev->renderamt = 150; |
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pev->rendermode = kRenderTransTexture; |
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} |
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class CRechargeDecay : 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 TurnChargeToPlayer(const Vector player); |
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void SetChargeState(int state); |
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void SetChargeController(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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CRechargeGlassDecay* m_glass; |
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BOOL m_playingChargeSound; |
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CBeam* m_beam; |
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protected: |
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void SetMySequence(const char* sequence); |
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void CreateBeam(); |
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}; |
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TYPEDESCRIPTION CRechargeDecay::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CRechargeDecay, m_flNextCharge, FIELD_TIME ), |
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DEFINE_FIELD( CRechargeDecay, m_iJuice, FIELD_INTEGER ), |
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DEFINE_FIELD( CRechargeDecay, m_iState, FIELD_INTEGER ), |
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DEFINE_FIELD( CRechargeDecay, m_flSoundTime, FIELD_TIME ), |
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DEFINE_FIELD( CRechargeDecay, m_glass, FIELD_CLASSPTR), |
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DEFINE_FIELD( CRechargeDecay, m_beam, FIELD_CLASSPTR), |
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DEFINE_FIELD( CRechargeDecay, m_playingChargeSound, FIELD_BOOLEAN), |
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}; |
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IMPLEMENT_SAVERESTORE( CRechargeDecay, CBaseAnimating ) |
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void CRechargeDecay::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/hev.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.suitchargerCapacity; |
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pev->skin = 0; |
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m_glass = GetClassPtr( (CRechargeGlassDecay *)NULL ); |
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m_glass->Spawn(); |
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UTIL_SetOrigin( m_glass->pev, pev->origin ); |
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m_glass->pev->owner = ENT( pev ); |
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m_glass->pev->angles = pev->angles; |
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InitBoneControllers(); |
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SetBoneController(1, 360); |
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CreateBeam(); |
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if (m_iJuice > 0) |
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{ |
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m_iState = Still; |
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SetThink(&CRechargeDecay::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_recharge, CRechargeDecay) |
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void CRechargeDecay::Precache(void) |
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{ |
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PRECACHE_MODEL("models/hev.mdl"); |
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PRECACHE_MODEL("models/hev_glass.mdl"); |
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PRECACHE_SOUND( "items/suitcharge1.wav" ); |
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PRECACHE_SOUND( "items/suitchargeno1.wav" ); |
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PRECACHE_SOUND( "items/suitchargeok1.wav" ); |
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PRECACHE_MODEL( "sprites/lgtning.spr" ); |
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} |
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void CRechargeDecay::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 ); |
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while((pEntity = UTIL_FindEntityInSphere(pEntity, Center(), 64)) != 0) { // this must be in sync with PLAYER_SEARCH_RADIUS from player.cpp
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if (pEntity->IsPlayer()) { |
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if (DotProduct(pEntity->pev->origin - pev->origin, gpGlobals->v_forward) < 0) { |
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continue; |
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} |
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TurnChargeToPlayer(pEntity->pev->origin); |
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switch (m_iState) { |
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case RetractShot: |
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SetChargeState(Idle); |
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break; |
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case RetractArm: |
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SetChargeState(Deploy); |
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break; |
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case Still: |
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SetChargeState(Deploy); |
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delay = 0.1; |
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break; |
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case Deploy: |
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SetChargeState(Idle); |
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break; |
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case Idle: |
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break; |
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default: |
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break; |
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} |
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} |
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break; |
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} |
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if (!pEntity || !pEntity->IsPlayer()) { |
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switch (m_iState) { |
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case Deploy: |
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case Idle: |
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case RetractShot: |
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SetChargeState(RetractArm); |
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delay = 0.2; |
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break; |
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case RetractArm: |
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SetChargeState(Still); |
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break; |
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case Still: |
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break; |
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default: |
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break; |
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} |
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} |
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pev->nextthink = gpGlobals->time + delay; |
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} |
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void CRechargeDecay::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 (m_iState != Idle && m_iState != GiveShot && m_iState != Healing && m_iState != Inactive) |
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return; |
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// if there is no juice left, turn it off
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if( (m_iState == Healing || m_iState == GiveShot) && m_iJuice <= 0 ) |
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{ |
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pev->skin = 1; |
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SetThink(&CRechargeDecay::Off); |
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pev->nextthink = gpGlobals->time; |
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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/suitchargeno1.wav", 1.0, ATTN_NORM ); |
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} |
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return; |
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} |
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SetThink(&CRechargeDecay::Off); |
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pev->nextthink = gpGlobals->time + 0.25; |
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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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TurnChargeToPlayer(pActivator->pev->origin); |
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switch (m_iState) { |
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case Idle: |
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m_flSoundTime = 0.56 + gpGlobals->time; |
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SetChargeState(GiveShot); |
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeok1.wav", 1.0, ATTN_NORM ); |
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break; |
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case GiveShot: |
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SetChargeState(Healing); |
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break; |
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case Healing: |
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if (!m_playingChargeSound && m_flSoundTime <= gpGlobals->time) |
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{ |
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m_playingChargeSound = TRUE; |
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EMIT_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav", 1.0, ATTN_NORM ); |
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} |
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// We need to keep playing animation even though it's 1 frame only for controllers smoothing
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SetChargeState(Healing); |
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break; |
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default: |
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ALERT(at_console, "Unexpected recharger state on use: %d\n", m_iState); |
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break; |
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} |
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// charge the player
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if( pActivator->pev->armorvalue < 100 ) |
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{ |
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m_iJuice--; |
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pActivator->pev->armorvalue += 1; |
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const float boneControllerValue = (m_iJuice / gSkillData.suitchargerCapacity) * 360; |
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SetBoneController(1, 360 - boneControllerValue); |
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SetBoneController(2, boneControllerValue); |
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if( pActivator->pev->armorvalue > 100 ) |
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pActivator->pev->armorvalue = 100; |
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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 CRechargeDecay::Recharge( void ) |
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{ |
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// /EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitcharge1.wav", 1.0, ATTN_NORM );
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m_iJuice = gSkillData.healthchargerCapacity; |
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SetBoneController(1, 360); |
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SetBoneController(2, 0); |
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if (m_beam) |
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m_beam->SetBrightness( 225 ); |
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pev->skin = 0; |
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SetChargeState(Still); |
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SetThink( &CRechargeDecay::SearchForPlayer ); |
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pev->nextthink = gpGlobals->time; |
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} |
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void CRechargeDecay::Off( void ) |
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{ |
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switch (m_iState) { |
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case GiveShot: |
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case Healing: |
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if (m_playingChargeSound) { |
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STOP_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav" ); |
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m_playingChargeSound = FALSE; |
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} |
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SetChargeState(RetractShot); |
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pev->nextthink = gpGlobals->time + 0.1; |
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break; |
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case RetractShot: |
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if (m_iJuice > 0) { |
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SetChargeState(Idle); |
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SetThink( &CRechargeDecay::SearchForPlayer ); |
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pev->nextthink = gpGlobals->time; |
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} else { |
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SetChargeState(RetractArm); |
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pev->nextthink = gpGlobals->time + 0.2; |
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} |
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break; |
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case RetractArm: |
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{ |
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if( ( m_iJuice <= 0 ) ) |
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{ |
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if (m_beam) |
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m_beam->SetBrightness(0); |
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SetChargeState(Inactive); |
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const float rechargeTime = g_pGameRules->FlHEVChargerRechargeTime(); |
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if (rechargeTime > 0 ) { |
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pev->nextthink = gpGlobals->time + rechargeTime; |
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SetThink( &CRechargeDecay::Recharge ); |
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} |
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} |
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break; |
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} |
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default: |
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break; |
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} |
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} |
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void CRechargeDecay::SetMySequence(const char *sequence) |
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{ |
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pev->sequence = LookupSequence( sequence ); |
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if (pev->sequence == -1) { |
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ALERT(at_error, "unknown sequence: %s\n", sequence); |
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pev->sequence = 0; |
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} |
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pev->frame = 0; |
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ResetSequenceInfo( ); |
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} |
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void CRechargeDecay::SetChargeState(int state) |
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{ |
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m_iState = state; |
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if (state == RetractArm) |
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SetChargeController(0); |
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switch (state) { |
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case Still: |
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SetMySequence("rest"); |
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break; |
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case Deploy: |
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SetMySequence("deploy"); |
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break; |
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case Idle: |
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SetMySequence("prep_charge"); |
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break; |
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case GiveShot: |
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SetMySequence("give_charge"); |
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break; |
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case Healing: |
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SetMySequence("charge_idle"); |
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break; |
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|
case RetractShot: |
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|
SetMySequence("retract_charge"); |
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|
break; |
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|
case RetractArm: |
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|
SetMySequence("retract_arm"); |
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|
break; |
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|
case Inactive: |
|
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|
|
SetMySequence("rest"); |
|
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|
default: |
|
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|
|
break; |
|
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|
|
} |
|
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|
|
} |
|
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|
|
void CRechargeDecay::TurnChargeToPlayer(const Vector player) |
|
|
|
|
|
|
|
{ |
|
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|
|
float yaw = UTIL_VecToYaw( player - pev->origin ) - pev->angles.y; |
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|
if( yaw > 180 ) |
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|
yaw -= 360; |
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|
if( yaw < -180 ) |
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|
yaw += 360; |
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|
SetChargeController( yaw ); |
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} |
|
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|
|
void CRechargeDecay::SetChargeController(float yaw) |
|
|
|
|
|
|
|
{ |
|
|
|
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|
|
SetBoneController(3, yaw); |
|
|
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|
|
} |
|
|
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|
|
void CRechargeDecay::CreateBeam() |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
CBeam* beam = CBeam::BeamCreate( "sprites/lgtning.spr", 5 ); |
|
|
|
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|
|
if( !beam ) |
|
|
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|
|
return; |
|
|
|
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|
|
beam->EntsInit(entindex(), entindex()); |
|
|
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|
|
beam->SetStartAttachment(3); |
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|
|
beam->SetEndAttachment(4); |
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|
|
beam->SetColor( 0, 225, 0 ); |
|
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|
beam->SetBrightness( 225 ); |
|
|
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|
|
beam->SetNoise( 10 ); |
|
|
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|
|
beam->RelinkBeam(); |
|
|
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|
|
m_beam = beam; |
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|
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|
|
} |
|
|
|