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: Upgrade that heals the object over time
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_player.h"
#include "tf_team.h"
#include "tf_gamerules.h"
#include "tf_obj.h"
#include "tf_obj_selfheal.h"
#include "ndebugoverlay.h"
// ------------------------------------------------------------------------ //
// Self Heal defines
#define SELFHEAL_MINS Vector(-10, -10, 0)
#define SELFHEAL_MAXS Vector( 10, 10, 10)
#define SELFHEAL_MODEL "models/objects/obj_selfheal.mdl"
BEGIN_DATADESC( CObjectSelfHeal )
DEFINE_THINKFUNC( SelfHealThink ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CObjectSelfHeal, DT_ObjectSelfHeal)
END_SEND_TABLE();
LINK_ENTITY_TO_CLASS(obj_selfheal, CObjectSelfHeal);
PRECACHE_REGISTER(obj_selfheal);
ConVar obj_selfheal_health( "obj_selfheal_health","100", FCVAR_NONE, "Self-Heal health" );
ConVar obj_selfheal_rate( "obj_selfheal_rate","1.0", FCVAR_NONE, "Rate at which the Self-Heal object repairs it's parent" );
ConVar obj_selfheal_amount( "obj_selfheal_amount","3", FCVAR_NONE, "Amount of health healed by a Self-Heal object per tick" );
#define SELFHEAL_THINK_CONTEXT "SelfHealThink"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CObjectSelfHeal::CObjectSelfHeal()
{
UseClientSideAnimation();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSelfHeal::Spawn()
{
Precache();
SetModel( SELFHEAL_MODEL );
SetCollisionGroup( TFCOLLISION_GROUP_COMBATOBJECT );
UTIL_SetSize(this, SELFHEAL_MINS, SELFHEAL_MAXS);
m_takedamage = DAMAGE_YES;
m_iHealth = obj_selfheal_health.GetInt();
SetType( OBJ_SELFHEAL );
m_fObjectFlags |= OF_SUPPRESS_NOTIFY_UNDER_ATTACK | OF_SUPPRESS_TECH_ANALYZER |
OF_DONT_AUTO_REPAIR | OF_MUST_BE_BUILT_ON_ATTACHMENT;
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSelfHeal::Precache()
{
PrecacheModel( SELFHEAL_MODEL );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSelfHeal::FinishedBuilding( void )
{
BaseClass::FinishedBuilding();
SetContextThink( SelfHealThink, gpGlobals->curtime + obj_selfheal_rate.GetFloat(), SELFHEAL_THINK_CONTEXT );
}
//-----------------------------------------------------------------------------
// Purpose: Heal the object I'm attached to
//-----------------------------------------------------------------------------
void CObjectSelfHeal::SelfHealThink( void )
{
if ( !GetTeam() )
return;
CBaseObject *pObject = GetParentObject();
if ( !pObject )
{
Killed();
return;
}
SetNextThink( gpGlobals->curtime + obj_selfheal_rate.GetFloat(), SELFHEAL_THINK_CONTEXT );
// Don't heal if we've been EMPed
if ( HasPowerup( POWERUP_EMP ) )
return;
// Don't bring objects back from the dead
if ( !pObject->IsAlive() || pObject->IsDying() )
return;
// Repair our parent if it's hurt
pObject->Repair( obj_selfheal_amount.GetFloat() );
}