|
|
|
@ -26,6 +26,7 @@
@@ -26,6 +26,7 @@
|
|
|
|
|
#include "saverestore.h" |
|
|
|
|
#include "skill.h" |
|
|
|
|
#include "gamerules.h" |
|
|
|
|
#include "effects.h" |
|
|
|
|
|
|
|
|
|
class CRecharge : public CBaseToggle |
|
|
|
|
{ |
|
|
|
@ -193,3 +194,392 @@ void CRecharge::Off( void )
@@ -193,3 +194,392 @@ void CRecharge::Off( void )
|
|
|
|
|
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; |
|
|
|
|
} |
|
|
|
|