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239 lines
5.0 KiB
239 lines
5.0 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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/*
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===== h_battery.cpp ========================================================
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battery-related code
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*/
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#include "cbase.h"
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#include "gamerules.h"
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#include "player.h"
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#include "engine/IEngineSound.h"
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#include "in_buttons.h"
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ConVar sk_suitcharger( "sk_suitcharger","0" );
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#define HL1_MAX_ARMOR 100
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class CRecharge : public CBaseToggle
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{
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public:
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DECLARE_CLASS( CRecharge, CBaseToggle );
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void Spawn( );
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virtual void Precache();
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bool CreateVPhysics();
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void Off(void);
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void Recharge(void);
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bool KeyValue( const char *szKeyName, const char *szValue );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() | m_iCaps ); }
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DECLARE_DATADESC();
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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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int m_iCaps;
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COutputFloat m_OutRemainingCharge;
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};
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BEGIN_DATADESC( CRecharge )
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DEFINE_FIELD( m_flNextCharge, FIELD_TIME ),
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DEFINE_FIELD( m_iReactivate, FIELD_INTEGER),
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DEFINE_FIELD( m_iJuice, FIELD_INTEGER),
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DEFINE_FIELD( m_iOn, FIELD_INTEGER),
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DEFINE_FIELD( m_flSoundTime, FIELD_TIME ),
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DEFINE_FIELD( m_iCaps, FIELD_INTEGER ),
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// Function Pointers
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DEFINE_FUNCTION( Off ),
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DEFINE_FUNCTION( Recharge ),
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DEFINE_OUTPUT(m_OutRemainingCharge, "OutRemainingCharge"),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS(func_recharge, CRecharge);
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bool CRecharge::KeyValue( const char *szKeyName, const char *szValue )
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{
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if ( FStrEq(szKeyName, "style") ||
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FStrEq(szKeyName, "height") ||
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FStrEq(szKeyName, "value1") ||
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FStrEq(szKeyName, "value2") ||
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FStrEq(szKeyName, "value3"))
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{
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}
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else if (FStrEq(szKeyName, "dmdelay"))
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{
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m_iReactivate = atoi(szValue);
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}
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else
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return BaseClass::KeyValue( szKeyName, szValue );
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return true;
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}
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void CRecharge::Spawn()
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{
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Precache( );
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SetSolid( SOLID_BSP );
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SetMoveType( MOVETYPE_PUSH );
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SetModel( STRING( GetModelName() ) );
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m_iJuice = sk_suitcharger.GetFloat();
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SetTextureFrameIndex( 0 );
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m_iCaps = FCAP_CONTINUOUS_USE;
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CreateVPhysics();
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}
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void CRecharge::Precache()
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{
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BaseClass::Precache();
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PrecacheScriptSound( "SuitRecharge.Deny" );
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PrecacheScriptSound( "SuitRecharge.Start" );
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PrecacheScriptSound( "SuitRecharge.ChargingLoop" );
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}
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bool CRecharge::CreateVPhysics()
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{
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VPhysicsInitStatic();
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return true;
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}
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void CRecharge::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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CBasePlayer *pPlayer = dynamic_cast<CBasePlayer *>( pActivator );
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if ( pPlayer == NULL )
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return;
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// Reset to a state of continuous use.
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m_iCaps = FCAP_CONTINUOUS_USE;
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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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SetTextureFrameIndex( 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 )
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{
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if (m_flSoundTime <= gpGlobals->curtime)
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{
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m_flSoundTime = gpGlobals->curtime + 0.62;
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EmitSound( "SuitRecharge.Deny" );
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}
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return;
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}
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// If we're over our limit, debounce our keys
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if ( pPlayer->ArmorValue() >= HL1_MAX_ARMOR)
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{
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// Make the user re-use me to get started drawing health.
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pPlayer->m_afButtonPressed &= ~IN_USE;
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m_iCaps = FCAP_IMPULSE_USE;
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EmitSound( "SuitRecharge.Deny" );
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return;
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}
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SetNextThink( gpGlobals->curtime + 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->curtime)
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return;
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m_hActivator = pActivator;
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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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EmitSound( "SuitRecharge.Start" );
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m_flSoundTime = 0.56 + gpGlobals->curtime;
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}
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if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->curtime))
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{
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m_iOn++;
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CPASAttenuationFilter filter( this, "SuitRecharge.ChargingLoop" );
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filter.MakeReliable();
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EmitSound( filter, entindex(), "SuitRecharge.ChargingLoop" );
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}
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CBasePlayer *pl = (CBasePlayer *) m_hActivator.Get();
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// charge the player
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if (pl->ArmorValue() < HL1_MAX_ARMOR)
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{
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m_iJuice--;
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pl->IncrementArmorValue( 1, HL1_MAX_ARMOR );
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}
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// Send the output.
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float flRemaining = m_iJuice / sk_suitcharger.GetFloat();
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m_OutRemainingCharge.Set(flRemaining, pActivator, this);
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// govern the rate of charge
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m_flNextCharge = gpGlobals->curtime + 0.1;
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}
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void CRecharge::Recharge(void)
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{
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m_iJuice = sk_suitcharger.GetFloat();
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SetTextureFrameIndex( 0 );
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SetThink( &CBaseEntity::SUB_DoNothing );
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}
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void CRecharge::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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{
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StopSound( "SuitRecharge.ChargingLoop" );
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}
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m_iOn = 0;
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if ((!m_iJuice) && ( ( m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime() ) > 0) )
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{
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SetNextThink( gpGlobals->curtime + m_iReactivate );
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SetThink(&CRecharge::Recharge);
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}
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else
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SetThink( NULL );
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}
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