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385 lines
9.2 KiB
385 lines
9.2 KiB
5 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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//=============================================================================//
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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 "items.h"
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#include "engine/IEngineSound.h"
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#include "hl1_items.h"
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#include "in_buttons.h"
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ConVar sk_healthkit( "sk_healthkit","0" );
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ConVar sk_healthvial( "sk_healthvial","0" );
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ConVar sk_healthcharger( "sk_healthcharger","0" );
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//-----------------------------------------------------------------------------
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// Small health kit. Heals the player when picked up.
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//-----------------------------------------------------------------------------
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class CHealthKit : public CHL1Item
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{
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public:
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DECLARE_CLASS( CHealthKit, CHL1Item );
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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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LINK_ENTITY_TO_CLASS( item_healthkit, CHealthKit );
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PRECACHE_REGISTER(item_healthkit);
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//-----------------------------------------------------------------------------
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// Purpose:
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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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SetModel( "models/w_medkit.mdl" );
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHealthKit::Precache( void )
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{
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PrecacheModel("models/w_medkit.mdl");
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PrecacheScriptSound( "HealthKit.Touch" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pPlayer -
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// Output :
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//-----------------------------------------------------------------------------
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bool CHealthKit::MyTouch( CBasePlayer *pPlayer )
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{
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if ( pPlayer->TakeHealth( sk_healthkit.GetFloat(), DMG_GENERIC ) )
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{
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CSingleUserRecipientFilter user( pPlayer );
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user.MakeReliable();
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UserMessageBegin( user, "ItemPickup" );
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WRITE_STRING( GetClassname() );
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MessageEnd();
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CPASAttenuationFilter filter( pPlayer, "HealthKit.Touch" );
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EmitSound( filter, pPlayer->entindex(), "HealthKit.Touch" );
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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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// Small dynamically dropped health kit
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//-----------------------------------------------------------------------------
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class CHealthVial : public CHL1Item
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{
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public:
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DECLARE_CLASS( CHealthVial, CHL1Item );
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void Spawn( void )
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{
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Precache();
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SetModel( "models/healthvial.mdl" );
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BaseClass::Spawn();
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}
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void Precache( void )
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{
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PrecacheModel("models/healthvial.mdl");
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PrecacheScriptSound( "HealthVial.Touch" );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if ( pPlayer->TakeHealth( sk_healthvial.GetFloat(), DMG_GENERIC ) )
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{
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CSingleUserRecipientFilter user( pPlayer );
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user.MakeReliable();
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UserMessageBegin( user, "ItemPickup" );
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WRITE_STRING( GetClassname() );
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MessageEnd();
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CPASAttenuationFilter filter( pPlayer, "HealthVial.Touch" );
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EmitSound( filter, pPlayer->entindex(), "HealthVial.Touch" );
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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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LINK_ENTITY_TO_CLASS( item_healthvial, CHealthVial );
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PRECACHE_REGISTER( item_healthvial );
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//-----------------------------------------------------------------------------
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// Wall mounted health kit. Heals the player when used.
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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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DECLARE_CLASS( CWallHealth, CBaseToggle );
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void Spawn( );
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void Precache( void );
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bool CreateVPhysics(void);
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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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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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DECLARE_DATADESC();
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};
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LINK_ENTITY_TO_CLASS(func_healthcharger, CWallHealth);
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BEGIN_DATADESC( CWallHealth )
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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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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pkvd -
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//-----------------------------------------------------------------------------
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bool CWallHealth::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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return(true);
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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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return(true);
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}
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return(BaseClass::KeyValue( szKeyName, szValue ));
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWallHealth::Spawn(void)
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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_healthcharger.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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//-----------------------------------------------------------------------------
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bool CWallHealth::CreateVPhysics(void)
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{
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VPhysicsInitStatic();
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWallHealth::Precache(void)
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{
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PrecacheScriptSound( "WallHealth.Deny" );
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PrecacheScriptSound( "WallHealth.Start" );
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PrecacheScriptSound( "WallHealth.LoopingContinueCharge" );
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PrecacheScriptSound( "WallHealth.Recharge" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pActivator -
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// *pCaller -
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// useType -
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// value -
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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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// 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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Off();
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SetTextureFrameIndex( 1 );
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}
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CBasePlayer *pPlayer = ToBasePlayer( pActivator );
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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) || (!(pPlayer->m_Local.m_bWearingSuit)))
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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( "WallHealth.Deny" );
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}
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return;
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}
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if( pActivator->GetHealth() >= pActivator->GetMaxHealth() )
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{
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CBasePlayer *pPlayer = dynamic_cast<CBasePlayer *>(pActivator);
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if( pPlayer )
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{
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pPlayer->m_afButtonPressed &= ~IN_USE;
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}
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// Make the user re-use me to get started drawing health.
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m_iCaps = FCAP_IMPULSE_USE;
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EmitSound( "WallHealth.Deny" );
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return;
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}
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SetNextThink( gpGlobals->curtime + 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->curtime)
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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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EmitSound( "WallHealth.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, "WallHealth.LoopingContinueCharge" );
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filter.MakeReliable();
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EmitSound( filter, entindex(), "WallHealth.LoopingContinueCharge" );
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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->curtime + 0.1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWallHealth::Recharge(void)
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{
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EmitSound( "WallHealth.Recharge" );
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m_iJuice = sk_healthcharger.GetFloat();
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SetTextureFrameIndex( 0 );
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SetThink( NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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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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StopSound( "WallHealth.LoopingContinueCharge" );
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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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SetNextThink( gpGlobals->curtime + m_iReactivate );
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SetThink(&CWallHealth::Recharge);
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}
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else
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SetThink( NULL );
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}
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