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@ -198,3 +198,86 @@ void CRecharge::Off(void)
@@ -198,3 +198,86 @@ void CRecharge::Off(void)
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else |
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SetThink( &CBaseEntity::SUB_DoNothing ); |
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} |
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class CMegaCharge: public CRecharge |
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{ |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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// if it's not a player, ignore
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if (!FClassnameIs(pActivator->pev, "player")) |
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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/suitchargeno1.wav", 0.85, 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( &CRecharge::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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// Make sure that we have a caller
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if (!pActivator) |
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return; |
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m_hActivator = pActivator; |
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//only recharge the player
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if (!m_hActivator->IsPlayer() ) |
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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/suitchargeok1.wav", 0.85, 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/suitcharge1.wav", 0.85, ATTN_NORM ); |
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} |
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// charge the player
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if( m_hActivator->pev->health < 100 ) |
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{ |
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m_hActivator->pev->health += 50; |
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if (m_hActivator->pev->health > 100) |
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m_hActivator->pev->armorvalue = 100; |
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m_iJuice -= 5; |
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} |
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else if (m_hActivator->pev->armorvalue < 200) |
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{ |
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m_iJuice -= 5; |
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m_hActivator->pev->armorvalue += 50; |
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if (m_hActivator->pev->armorvalue > 200) |
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m_hActivator->pev->armorvalue = 200; |
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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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}; |
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LINK_ENTITY_TO_CLASS(func_megacharge, CMegaCharge); |
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