You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
277 lines
6.7 KiB
277 lines
6.7 KiB
/*** |
|
* |
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
|
* |
|
* This product contains software technology licensed from Id |
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
|
* All Rights Reserved. |
|
* |
|
* Use, distribution, and modification of this source code and/or resulting |
|
* object code is restricted to non-commercial enhancements to products from |
|
* Valve LLC. All other use, distribution, or modification is prohibited |
|
* without written permission from Valve LLC. |
|
* |
|
****/ |
|
|
|
#include "extdll.h" |
|
#include "util.h" |
|
#include "cbase.h" |
|
#include "monsters.h" |
|
#include "weapons.h" |
|
#include "nodes.h" |
|
#include "player.h" |
|
#include "items.h" |
|
#include "gamerules.h" |
|
#include "game.h" |
|
|
|
extern int gmsgItemPickup; |
|
|
|
class CHealthKit : public CItem |
|
{ |
|
void Spawn( void ); |
|
void Precache( void ); |
|
BOOL MyTouch( CBasePlayer *pPlayer ); |
|
/* |
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
*/ |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( item_healthkit, CHealthKit ) |
|
|
|
/* |
|
TYPEDESCRIPTION CHealthKit::m_SaveData[] = |
|
{ |
|
|
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CHealthKit, CItem ) |
|
*/ |
|
|
|
void CHealthKit::Spawn( void ) |
|
{ |
|
Precache(); |
|
SET_MODEL( ENT( pev ), "models/w_medkit.mdl" ); |
|
|
|
CItem::Spawn(); |
|
} |
|
|
|
void CHealthKit::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/w_medkit.mdl" ); |
|
PRECACHE_SOUND( "items/smallmedkit1.wav" ); |
|
} |
|
|
|
BOOL CHealthKit::MyTouch( CBasePlayer *pPlayer ) |
|
{ |
|
if( pPlayer->pev->deadflag != DEAD_NO ) |
|
{ |
|
return FALSE; |
|
} |
|
|
|
if( !( pPlayer->m_afButtonPressed & IN_USE ) ) |
|
return FALSE; |
|
|
|
if( pPlayer->TakeHealth( gSkillData.healthkitCapacity, DMG_GENERIC ) ) |
|
{ |
|
MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev ); |
|
WRITE_STRING( STRING( pev->classname ) ); |
|
MESSAGE_END(); |
|
|
|
EMIT_SOUND( ENT( pPlayer->pev ), CHAN_ITEM, "items/smallmedkit1.wav", 1, ATTN_NORM ); |
|
|
|
if( g_pGameRules->ItemShouldRespawn( this ) ) |
|
{ |
|
Respawn(); |
|
} |
|
else |
|
{ |
|
UTIL_Remove( this ); |
|
} |
|
|
|
return TRUE; |
|
} |
|
|
|
return FALSE; |
|
} |
|
|
|
//------------------------------------------------------------- |
|
// Wall mounted health kit |
|
//------------------------------------------------------------- |
|
class CWallHealth : public CBaseToggle |
|
{ |
|
public: |
|
void Spawn(); |
|
void Precache( void ); |
|
void EXPORT Off( void ); |
|
void EXPORT Recharge( void ); |
|
void KeyValue( KeyValueData *pkvd ); |
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
virtual int ObjectCaps( void ) { return ( CBaseToggle::ObjectCaps() | FCAP_CONTINUOUS_USE ) & ~FCAP_ACROSS_TRANSITION; } |
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
virtual STATE GetState( void ); |
|
|
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
float m_flNextCharge; |
|
int m_iReactivate ; // DeathMatch Delay until reactvated |
|
int m_iJuice; |
|
int m_iOn; // 0 = off, 1 = startup, 2 = going |
|
float m_flSoundTime; |
|
}; |
|
|
|
TYPEDESCRIPTION CWallHealth::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CWallHealth, m_flNextCharge, FIELD_TIME ), |
|
DEFINE_FIELD( CWallHealth, m_iReactivate, FIELD_INTEGER ), |
|
DEFINE_FIELD( CWallHealth, m_iJuice, FIELD_INTEGER ), |
|
DEFINE_FIELD( CWallHealth, m_iOn, FIELD_INTEGER ), |
|
DEFINE_FIELD( CWallHealth, m_flSoundTime, FIELD_TIME ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CWallHealth, CBaseEntity ) |
|
|
|
LINK_ENTITY_TO_CLASS( func_healthcharger, CWallHealth ) |
|
|
|
void CWallHealth::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if( FStrEq(pkvd->szKeyName, "style" ) || |
|
FStrEq( pkvd->szKeyName, "height" ) || |
|
FStrEq( pkvd->szKeyName, "value1" ) || |
|
FStrEq( pkvd->szKeyName, "value2" ) || |
|
FStrEq( pkvd->szKeyName, "value3" ) ) |
|
{ |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "dmdelay" ) ) |
|
{ |
|
m_iReactivate = atoi( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseToggle::KeyValue( pkvd ); |
|
} |
|
|
|
void CWallHealth::Spawn() |
|
{ |
|
Precache(); |
|
|
|
pev->solid = SOLID_BSP; |
|
pev->movetype = MOVETYPE_PUSH; |
|
|
|
UTIL_SetOrigin(this, pev->origin); // set size and link into world |
|
UTIL_SetSize( pev, pev->mins, pev->maxs ); |
|
SET_MODEL( ENT( pev ), STRING( pev->model ) ); |
|
m_iJuice = (int)gSkillData.healthchargerCapacity; |
|
pev->frame = 0; |
|
//LRC |
|
if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "a"); |
|
else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "z"); |
|
} |
|
|
|
void CWallHealth::Precache() |
|
{ |
|
PRECACHE_SOUND( "items/medshot4.wav" ); |
|
PRECACHE_SOUND( "items/medshotno1.wav" ); |
|
PRECACHE_SOUND( "items/medcharge4.wav" ); |
|
} |
|
|
|
void CWallHealth::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 there is no juice left, turn it off |
|
if( m_iJuice <= 0 ) |
|
{ |
|
pev->frame = 1; |
|
//LRC |
|
if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "z"); |
|
else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "a"); |
|
Off(); |
|
} |
|
|
|
// 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 ) ) ) || ( ( chargerfix.value ) && ( pActivator->pev->health >= pActivator->pev->max_health ) ) ) |
|
{ |
|
if( m_flSoundTime <= gpGlobals->time ) |
|
{ |
|
m_flSoundTime = gpGlobals->time + 0.62f; |
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshotno1.wav", 1.0, ATTN_NORM ); |
|
} |
|
return; |
|
} |
|
|
|
SetNextThink( 0.25f ); |
|
SetThink( &CWallHealth::Off ); |
|
|
|
// Time to recharge yet? |
|
if( m_flNextCharge >= gpGlobals->time ) |
|
return; |
|
|
|
// Play the on sound or the looping charging sound |
|
if( !m_iOn ) |
|
{ |
|
m_iOn++; |
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM ); |
|
m_flSoundTime = 0.56f + gpGlobals->time; |
|
} |
|
if( ( m_iOn == 1 ) && ( m_flSoundTime <= gpGlobals->time ) ) |
|
{ |
|
m_iOn++; |
|
EMIT_SOUND( ENT( pev ), CHAN_STATIC, "items/medcharge4.wav", 1.0, ATTN_NORM ); |
|
} |
|
|
|
// charge the player |
|
if( pActivator->TakeHealth( 1, DMG_GENERIC ) ) |
|
{ |
|
m_iJuice--; |
|
} |
|
|
|
// govern the rate of charge |
|
m_flNextCharge = gpGlobals->time + 0.1f; |
|
} |
|
|
|
void CWallHealth::Recharge( void ) |
|
{ |
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM ); |
|
m_iJuice = (int)gSkillData.healthchargerCapacity; |
|
pev->frame = 0; |
|
//LRC |
|
if (m_iStyle >= 32) LIGHT_STYLE(m_iStyle, "a"); |
|
else if (m_iStyle <= -32) LIGHT_STYLE(-m_iStyle, "z"); |
|
SetThink(&CWallHealth:: SUB_DoNothing ); |
|
} |
|
|
|
void CWallHealth::Off( void ) |
|
{ |
|
// Stop looping sound. |
|
if( m_iOn > 1 ) |
|
STOP_SOUND( ENT( pev ), CHAN_STATIC, "items/medcharge4.wav" ); |
|
|
|
m_iOn = 0; |
|
|
|
if( ( !m_iJuice ) && ( ( m_iReactivate = (int)g_pGameRules->FlHealthChargerRechargeTime() ) > 0 ) ) |
|
{ |
|
SetNextThink( m_iReactivate ); |
|
SetThink( &CWallHealth::Recharge ); |
|
} |
|
else |
|
SetThink(&CWallHealth:: SUB_DoNothing ); |
|
} |
|
|
|
STATE CWallHealth::GetState( void ) |
|
{ |
|
if (m_iOn == 2) |
|
return STATE_IN_USE; |
|
else if (m_iJuice) |
|
return STATE_ON; |
|
else |
|
return STATE_OFF; |
|
}
|
|
|