Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Spawn and use functions for editor-placed triggers.
//
//=============================================================================//
#include "cbase.h"
#include "triggers.h"
#include "soundenvelope.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar sk_max_super_armor( "sk_max_super_armor","500");
#define MAX_SUPER_ARMOR sk_max_super_armor.GetInt()
//-----------------------------------------------------------------------------
// Trigger that bestows super armor
//-----------------------------------------------------------------------------
class CTriggerSuperArmor : public CTriggerMultiple
{
DECLARE_CLASS( CTriggerSuperArmor, CTriggerMultiple );
DECLARE_DATADESC();
public:
virtual void StartTouch( CBaseEntity *pOther );
virtual void EndTouch( CBaseEntity *pOther );
private:
virtual void Precache();
virtual void Spawn( void );
void StartLoopingSounds( CBaseEntity *pEntity );
void StopLoopingSounds();
void RechargeThink();
CSoundPatch *m_pChargingSound;
float m_flLoopingSoundTime;
};
LINK_ENTITY_TO_CLASS( trigger_super_armor, CTriggerSuperArmor );
BEGIN_DATADESC( CTriggerSuperArmor )
DEFINE_SOUNDPATCH( m_pChargingSound ),
DEFINE_FIELD( m_flLoopingSoundTime, FIELD_TIME ),
DEFINE_THINKFUNC( RechargeThink ),
END_DATADESC()
static const char *s_pRechargeThinkContext = "RechargeThink";
void CTriggerSuperAmmor::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "TriggerSuperArmor.StartCharging" );
PrecacheScriptSound( "TriggerSuperArmor.DoneCharging" );
PrecacheScriptSound( "TriggerSuperArmor.Charging" );
}
//-----------------------------------------------------------------------------
// No retrigger
//-----------------------------------------------------------------------------
void CTriggerSuperArmor::Spawn( void )
{
Precache();
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Starts looping sounds
//-----------------------------------------------------------------------------
void CTriggerSuperArmor::StartLoopingSounds( CBaseEntity *pEntity )
{
if ( m_pChargingSound )
return;
CReliableBroadcastRecipientFilter filter;
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
m_pChargingSound = controller.SoundCreate( filter, pEntity->entindex(), "TriggerSuperArmor.Charging" );
}
//-----------------------------------------------------------------------------
// Stops looping sounds
//-----------------------------------------------------------------------------
void CTriggerSuperArmor::StopLoopingSounds()
{
if ( m_pChargingSound )
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundDestroy( m_pChargingSound );
m_pChargingSound = NULL;
}
BaseClass::StopLoopingSounds();
}
//-----------------------------------------------------------------------------
// Begins super-powering the entities
//-----------------------------------------------------------------------------
void CTriggerSuperArmor::StartTouch( CBaseEntity *pOther )
{
BaseClass::StartTouch( pOther );
if ( !pOther->IsPlayer() )
return;
if ( m_hTouchingEntities.Count() == 1 )
{
SetContextThink( RechargeThink, gpGlobals->curtime + 0.01f, s_pRechargeThinkContext );
pOther->EmitSound( "TriggerSuperArmor.StartCharging" );
m_flLoopingSoundTime = 0.56f + gpGlobals->curtime;
}
}
//-----------------------------------------------------------------------------
// Ends super-powerings the entities
//-----------------------------------------------------------------------------
void CTriggerSuperArmor::EndTouch( CBaseEntity *pOther )
{
BaseClass::EndTouch( pOther );
if ( !pOther->IsPlayer() )
return;
if ( m_hTouchingEntities.Count() == 0 )
{
StopLoopingSounds();
SetContextThink( NULL, gpGlobals->curtime + 0.01f, s_pRechargeThinkContext );
}
}
//-----------------------------------------------------------------------------
// Super-powers the entities
//-----------------------------------------------------------------------------
void CTriggerSuperArmor::RechargeThink()
{
Assert( m_hTouchingEntities.Count() == 1 );
for ( int i = m_hTouchingEntities.Count(); --i >= 0; )
{
CBasePlayer *pPlayer = assert_cast<CBasePlayer*>( m_hTouchingEntities[i].Get() );
if (( pPlayer->ArmorValue() < MAX_SUPER_ARMOR ) || ( pPlayer->GetHealth() < 100 ))
{
pPlayer->TakeHealth( 5, DMG_GENERIC );
pPlayer->IncrementArmorValue( 15, MAX_SUPER_ARMOR );
if ( pPlayer->ArmorValue() >= MAX_SUPER_ARMOR )
{
pPlayer->EmitSound( "TriggerSuperArmor.DoneCharging" );
StopLoopingSounds();
}
else
{
if ( m_flLoopingSoundTime < gpGlobals->curtime )
{
StartLoopingSounds( m_hTouchingEntities[i] );
}
}
}
}
SetContextThink( RechargeThink, gpGlobals->curtime + 0.1f, s_pRechargeThinkContext );
}