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274 lines
6.6 KiB
274 lines
6.6 KiB
/*** |
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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( 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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virtual STATE GetState( void ); |
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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(this, 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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//LRC |
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if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "a"); |
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else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "z"); |
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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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//LRC |
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if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "z"); |
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else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "a"); |
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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 ) ) ) || ( ( chargerfix.value ) && ( pActivator->pev->health >= pActivator->pev->max_health ) ) ) |
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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/medshotno1.wav", 1.0, ATTN_NORM ); |
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} |
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return; |
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} |
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SetNextThink( 0.25 ); |
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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 = 0.56 + 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/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 + 0.1; |
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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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//LRC |
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if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "a"); |
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else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "z"); |
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SetThink(&CWallHealth:: 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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SetNextThink( m_iReactivate ); |
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SetThink( &CWallHealth::Recharge ); |
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} |
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else |
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SetThink(&CWallHealth:: SUB_DoNothing ); |
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} |
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STATE CWallHealth::GetState( void ) |
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{ |
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if (m_iOn == 2) |
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return STATE_IN_USE; |
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else if (m_iJuice) |
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return STATE_ON; |
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else |
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return STATE_OFF; |
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}
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