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255 lines
5.9 KiB
255 lines
5.9 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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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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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(pev, 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 = gSkillData.healthchargerCapacity; |
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pev->frame = 0; |
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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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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/medshotno1.wav", 1.0, 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( &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 = gSkillData.healthchargerCapacity; |
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pev->frame = 0; |
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SetThink( &CBaseEntity::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 = g_pGameRules->FlHealthChargerRechargeTime() ) > 0) ) |
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{ |
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pev->nextthink = pev->ltime + m_iReactivate; |
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SetThink( &CWallHealth::Recharge ); |
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} |
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else |
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SetThink( &CBaseEntity::SUB_DoNothing ); |
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}
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