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:
//
//=============================================================================//
#include "cbase.h"
#include "item_dynamic_resupply.h"
#include "props.h"
#include "items.h"
#include "ammodef.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar sk_dynamic_resupply_modifier( "sk_dynamic_resupply_modifier","1.0" );
extern ConVar sk_battery;
extern ConVar sk_healthkit;
ConVar g_debug_dynamicresupplies( "g_debug_dynamicresupplies", "0", FCVAR_NONE, "Debug item_dynamic_resupply spawning. Set to 1 to see text printouts of the spawning. Set to 2 to see lines drawn to other items factored into the spawning." );
struct DynamicResupplyItems_t
{
const char *sEntityName;
const char *sAmmoDef;
int iAmmoCount;
float flFullProbability; // Probability of spawning if the player meeds all goals
};
struct SpawnInfo_t
{
float m_flDesiredRatio;
float m_flCurrentRatio;
float m_flDelta;
int m_iPotentialItems;
};
// Health types
static DynamicResupplyItems_t g_DynamicResupplyHealthItems[] =
{
{ "item_healthkit", "Health", 0, 0.0f, },
{ "item_battery", "Armor", 0, 0.0f },
};
// Ammo types
static DynamicResupplyItems_t g_DynamicResupplyAmmoItems[] =
{
{ "item_ammo_pistol", "Pistol", SIZE_AMMO_PISTOL, 0.5f },
{ "item_ammo_smg1", "SMG1", SIZE_AMMO_SMG1, 0.4f },
{ "item_ammo_smg1_grenade", "SMG1_Grenade", SIZE_AMMO_SMG1_GRENADE, 0.0f },
{ "item_ammo_ar2", "AR2", SIZE_AMMO_AR2, 0.0f },
{ "item_box_buckshot", "Buckshot", SIZE_AMMO_BUCKSHOT, 0.0f },
{ "item_rpg_round", "RPG_Round", SIZE_AMMO_RPG_ROUND, 0.0f },
{ "weapon_frag", "Grenade", 1, 0.1f },
{ "item_ammo_357", "357", SIZE_AMMO_357, 0.0f },
{ "item_ammo_crossbow", "XBowBolt", SIZE_AMMO_CROSSBOW, 0.0f },
{ "item_ammo_ar2_altfire", "AR2AltFire", SIZE_AMMO_AR2_ALTFIRE, 0.0f },
};
#define DS_HEALTH_INDEX 0
#define DS_ARMOR_INDEX 1
#define DS_GRENADE_INDEX 6
#define NUM_HEALTH_ITEMS (ARRAYSIZE(g_DynamicResupplyHealthItems))
#define NUM_AMMO_ITEMS (ARRAYSIZE(g_DynamicResupplyAmmoItems))
#define DYNAMIC_ITEM_THINK 1.0
#define POTENTIAL_ITEM_RADIUS 1024
//-----------------------------------------------------------------------------
// Purpose: An item that dynamically decides what the player needs most and spawns that.
//-----------------------------------------------------------------------------
class CItem_DynamicResupply : public CPointEntity
{
DECLARE_CLASS( CItem_DynamicResupply, CPointEntity );
public:
DECLARE_DATADESC();
CItem_DynamicResupply();
void Spawn( void );
void Precache( void );
void Activate( void );
void CheckPVSThink( void );
// Inputs
void InputKill( inputdata_t &data );
void InputCalculateType( inputdata_t &data );
void InputBecomeMaster( inputdata_t &data );
float GetDesiredHealthPercentage( void ) const { return m_flDesiredHealth[0]; }
private:
friend void DynamicResupply_InitFromAlternateMaster( CBaseEntity *pTargetEnt, string_t iszMaster );
void FindPotentialItems( int nCount, DynamicResupplyItems_t *pItems, int iDebug, SpawnInfo_t *pSpawnInfo );
void ComputeHealthRatios( CItem_DynamicResupply* pMaster, CBasePlayer *pPlayer, int iDebug, SpawnInfo_t *pSpawnInfo );
void ComputeAmmoRatios( CItem_DynamicResupply* pMaster, CBasePlayer *pPlayer, int iDebug, SpawnInfo_t *pSpawnInfo );
bool SpawnItemFromRatio( int nCount, DynamicResupplyItems_t *pItems, int iDebug, SpawnInfo_t *pSpawnInfo, Vector *pVecSpawnOrigin );
// Spawns an item when the player is full
void SpawnFullItem( CItem_DynamicResupply *pMaster, CBasePlayer *pPlayer, int iDebug );
void SpawnDynamicItem( CBasePlayer *pPlayer );
enum Versions
{
VERSION_0,
VERSION_1_PERSISTENT_MASTER,
VERSION_CURRENT = VERSION_1_PERSISTENT_MASTER,
};
int m_version;
float m_flDesiredHealth[ NUM_HEALTH_ITEMS ];
float m_flDesiredAmmo[ NUM_AMMO_ITEMS ];
bool m_bIsMaster;
};
LINK_ENTITY_TO_CLASS(item_dynamic_resupply, CItem_DynamicResupply);
// Master
typedef CHandle<CItem_DynamicResupply> DynamicResupplyHandle_t;
static DynamicResupplyHandle_t g_MasterResupply;
//-----------------------------------------------------------------------------
// Save/load:
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CItem_DynamicResupply )
DEFINE_THINKFUNC( CheckPVSThink ),
DEFINE_INPUTFUNC( FIELD_VOID, "Kill", InputKill ),
DEFINE_INPUTFUNC( FIELD_VOID, "CalculateType", InputCalculateType ),
DEFINE_INPUTFUNC( FIELD_VOID, "BecomeMaster", InputBecomeMaster ),
DEFINE_KEYFIELD( m_flDesiredHealth[0], FIELD_FLOAT, "DesiredHealth" ),
DEFINE_KEYFIELD( m_flDesiredHealth[1], FIELD_FLOAT, "DesiredArmor" ),
DEFINE_KEYFIELD( m_flDesiredAmmo[0], FIELD_FLOAT, "DesiredAmmoPistol" ),
DEFINE_KEYFIELD( m_flDesiredAmmo[1], FIELD_FLOAT, "DesiredAmmoSMG1" ),
DEFINE_KEYFIELD( m_flDesiredAmmo[2], FIELD_FLOAT, "DesiredAmmoSMG1_Grenade" ),
DEFINE_KEYFIELD( m_flDesiredAmmo[3], FIELD_FLOAT, "DesiredAmmoAR2" ),
DEFINE_KEYFIELD( m_flDesiredAmmo[4], FIELD_FLOAT, "DesiredAmmoBuckshot" ),
DEFINE_KEYFIELD( m_flDesiredAmmo[5], FIELD_FLOAT, "DesiredAmmoRPG_Round" ),
DEFINE_KEYFIELD( m_flDesiredAmmo[6], FIELD_FLOAT, "DesiredAmmoGrenade" ),
DEFINE_KEYFIELD( m_flDesiredAmmo[7], FIELD_FLOAT, "DesiredAmmo357" ),
DEFINE_KEYFIELD( m_flDesiredAmmo[8], FIELD_FLOAT, "DesiredAmmoCrossbow" ),
DEFINE_KEYFIELD( m_flDesiredAmmo[9], FIELD_FLOAT, "DesiredAmmoAR2_AltFire" ),
DEFINE_FIELD( m_version, FIELD_INTEGER ),
DEFINE_FIELD( m_bIsMaster, FIELD_BOOLEAN ),
// Silence, Classcheck!
// DEFINE_ARRAY( m_flDesiredHealth, FIELD_FLOAT, NUM_HEALTH_ITEMS ),
// DEFINE_ARRAY( m_flDesiredAmmo, FIELD_FLOAT, NUM_AMMO_ITEMS ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CItem_DynamicResupply::CItem_DynamicResupply( void )
{
AddSpawnFlags( SF_DYNAMICRESUPPLY_USE_MASTER );
m_version = VERSION_CURRENT;
// Setup default values
m_flDesiredHealth[0] = 1.0; // Health
m_flDesiredHealth[1] = 0.3; // Armor
m_flDesiredAmmo[0] = 0.5; // Pistol
m_flDesiredAmmo[1] = 0.5; // SMG1
m_flDesiredAmmo[2] = 0.1; // SMG1 Grenade
m_flDesiredAmmo[3] = 0.4; // AR2
m_flDesiredAmmo[4] = 0.5; // Shotgun
m_flDesiredAmmo[5] = 0.0; // RPG Round
m_flDesiredAmmo[6] = 0.1; // Grenade
m_flDesiredAmmo[7] = 0; // 357
m_flDesiredAmmo[8] = 0; // Crossbow
m_flDesiredAmmo[9] = 0; // AR2 alt-fire
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItem_DynamicResupply::Spawn( void )
{
if ( g_pGameRules->IsAllowedToSpawn( this ) == false )
{
UTIL_Remove( this );
return;
}
// Don't callback to spawn
Precache();
m_bIsMaster = HasSpawnFlags( SF_DYNAMICRESUPPLY_IS_MASTER );
// Am I the master?
if ( !HasSpawnFlags( SF_DYNAMICRESUPPLY_IS_MASTER | SF_DYNAMICRESUPPLY_ALTERNATE_MASTER ) )
{
// Stagger the thinks a bit so they don't all think at the same time
SetNextThink( gpGlobals->curtime + RandomFloat(0.2f, 0.4f) );
SetThink( &CItem_DynamicResupply::CheckPVSThink );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItem_DynamicResupply::Activate( void )
{
BaseClass::Activate();
if ( HasSpawnFlags( SF_DYNAMICRESUPPLY_IS_MASTER ) )
{
if ( !g_MasterResupply && ( m_bIsMaster || m_version < VERSION_1_PERSISTENT_MASTER ) )
{
g_MasterResupply = this;
}
else
{
m_bIsMaster = false;
}
}
if ( !HasSpawnFlags( SF_DYNAMICRESUPPLY_ALTERNATE_MASTER ) && HasSpawnFlags( SF_DYNAMICRESUPPLY_USE_MASTER ) && gpGlobals->curtime < 1.0 )
{
if ( !g_MasterResupply )
{
Warning( "item_dynamic_resupply set to 'Use Master', but no item_dynamic_resupply master exists.\n" );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItem_DynamicResupply::Precache( void )
{
// Precache all the items potentially spawned
int i;
for ( i = 0; i < NUM_HEALTH_ITEMS; i++ )
{
UTIL_PrecacheOther( g_DynamicResupplyHealthItems[i].sEntityName );
}
for ( i = 0; i < NUM_AMMO_ITEMS; i++ )
{
UTIL_PrecacheOther( g_DynamicResupplyAmmoItems[i].sEntityName );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItem_DynamicResupply::CheckPVSThink( void )
{
edict_t *pentPlayer = UTIL_FindClientInPVS( edict() );
if ( pentPlayer )
{
CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pentPlayer );
if ( pPlayer )
{
SpawnDynamicItem( pPlayer );
return;
}
}
SetNextThink( gpGlobals->curtime + DYNAMIC_ITEM_THINK );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CItem_DynamicResupply::InputKill( inputdata_t &data )
{
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CItem_DynamicResupply::InputCalculateType( inputdata_t &data )
{
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
SpawnDynamicItem( pPlayer );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CItem_DynamicResupply::InputBecomeMaster( inputdata_t &data )
{
if ( g_MasterResupply )
g_MasterResupply->m_bIsMaster = false;
g_MasterResupply = this;
m_bIsMaster = true;
// Stop thinking now that I am the master.
SetThink( NULL );
}
//-----------------------------------------------------------------------------
// Chooses an item when the player is full
//-----------------------------------------------------------------------------
void CItem_DynamicResupply::SpawnFullItem( CItem_DynamicResupply *pMaster, CBasePlayer *pPlayer, int iDebug )
{
// Can we not actually spawn the item?
if ( !HasSpawnFlags(SF_DYNAMICRESUPPLY_ALWAYS_SPAWN) )
return;
float flRatio[NUM_AMMO_ITEMS];
int i;
float flTotalProb = 0.0f;
for ( i = 0; i < NUM_AMMO_ITEMS; ++i )
{
int iAmmoType = GetAmmoDef()->Index( g_DynamicResupplyAmmoItems[i].sAmmoDef );
bool bCanSpawn = pPlayer->Weapon_GetWpnForAmmo( iAmmoType ) != NULL;
if ( bCanSpawn && ( g_DynamicResupplyAmmoItems[i].flFullProbability != 0 ) && ( pMaster->m_flDesiredAmmo[i] != 0.0f ) )
{
flTotalProb += g_DynamicResupplyAmmoItems[i].flFullProbability;
flRatio[i] = flTotalProb;
}
else
{
flRatio[i] = -1.0f;
}
}
if ( flTotalProb == 0.0f )
{
// If we're supposed to fallback to just a health vial, do that and finish.
if ( pMaster->HasSpawnFlags(SF_DYNAMICRESUPPLY_FALLBACK_TO_VIAL) )
{
CBaseEntity::Create( "item_healthvial", GetAbsOrigin(), GetAbsAngles(), this );
if ( iDebug )
{
Msg("Player is full, spawning item_healthvial due to spawnflag.\n");
}
return;
}
// Otherwise, spawn the first ammo item in the list
flRatio[0] = 1.0f;
flTotalProb = 1.0f;
}
float flChoice = random->RandomFloat( 0.0f, flTotalProb );
for ( i = 0; i < NUM_AMMO_ITEMS; ++i )
{
if ( flChoice <= flRatio[i] )
{
CBaseEntity::Create( g_DynamicResupplyAmmoItems[i].sEntityName, GetAbsOrigin(), GetAbsAngles(), this );
if ( iDebug )
{
Msg("Player is full, spawning %s \n", g_DynamicResupplyAmmoItems[i].sEntityName );
}
return;
}
}
if ( iDebug )
{
Msg("Player is full on all health + ammo, is not spawning.\n" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItem_DynamicResupply::FindPotentialItems( int nCount, DynamicResupplyItems_t *pItems, int iDebug, SpawnInfo_t *pSpawnInfo )
{
int i;
for ( i = 0; i < nCount; ++i )
{
pSpawnInfo[i].m_iPotentialItems = 0;
}
// Count the potential addition of items in the PVS
CBaseEntity *pEntity = NULL;
while ( (pEntity = UTIL_EntitiesInPVS( this, pEntity )) != NULL )
{
if ( pEntity->WorldSpaceCenter().DistToSqr( WorldSpaceCenter() ) > (POTENTIAL_ITEM_RADIUS * POTENTIAL_ITEM_RADIUS) )
continue;
for ( i = 0; i < nCount; ++i )
{
if ( !FClassnameIs( pEntity, pItems[i].sEntityName ) )
continue;
if ( iDebug == 2 )
{
NDebugOverlay::Line( WorldSpaceCenter(), pEntity->WorldSpaceCenter(), 0,255,0, true, 20.0 );
}
++pSpawnInfo[i].m_iPotentialItems;
break;
}
}
if ( iDebug )
{
Msg("Searching the PVS:\n");
for ( int i = 0; i < nCount; i++ )
{
Msg(" Found %d '%s' in the PVS.\n", pSpawnInfo[i].m_iPotentialItems, pItems[i].sEntityName );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItem_DynamicResupply::ComputeHealthRatios( CItem_DynamicResupply* pMaster, CBasePlayer *pPlayer, int iDebug, SpawnInfo_t *pSpawnInfo )
{
for ( int i = 0; i < NUM_HEALTH_ITEMS; i++ )
{
// Figure out the current level of this resupply type
float flMax;
if ( i == DS_HEALTH_INDEX )
{
// Health
flMax = pPlayer->GetMaxHealth();
float flCurrentHealth = pPlayer->GetHealth() + (pSpawnInfo[i].m_iPotentialItems * sk_healthkit.GetFloat());
pSpawnInfo[i].m_flCurrentRatio = (flCurrentHealth / flMax);
}
else if ( i == DS_ARMOR_INDEX )
{
// Armor
// Ignore armor if we don't have the suit
if ( !pPlayer->IsSuitEquipped() )
{
pSpawnInfo[i].m_flCurrentRatio = 1.0;
}
else
{
flMax = MAX_NORMAL_BATTERY;
float flCurrentArmor = pPlayer->ArmorValue() + (pSpawnInfo[i].m_iPotentialItems * sk_battery.GetFloat());
pSpawnInfo[i].m_flCurrentRatio = (flCurrentArmor / flMax);
}
}
pSpawnInfo[i].m_flDesiredRatio = pMaster->m_flDesiredHealth[i] * sk_dynamic_resupply_modifier.GetFloat();
pSpawnInfo[i].m_flDelta = pSpawnInfo[i].m_flDesiredRatio - pSpawnInfo[i].m_flCurrentRatio;
pSpawnInfo[i].m_flDelta = clamp( pSpawnInfo[i].m_flDelta, 0, 1 );
}
if ( iDebug )
{
Msg("Calculating desired health ratios & deltas:\n");
for ( int i = 0; i < NUM_HEALTH_ITEMS; i++ )
{
Msg(" %s Desired Ratio: %.2f, Current Ratio: %.2f = Delta of %.2f\n",
g_DynamicResupplyHealthItems[i].sEntityName, pSpawnInfo[i].m_flDesiredRatio, pSpawnInfo[i].m_flCurrentRatio, pSpawnInfo[i].m_flDelta );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItem_DynamicResupply::ComputeAmmoRatios( CItem_DynamicResupply* pMaster, CBasePlayer *pPlayer, int iDebug, SpawnInfo_t *pSpawnInfo )
{
for ( int i = 0; i < NUM_AMMO_ITEMS; i++ )
{
// Get the ammodef's
int iAmmoType = GetAmmoDef()->Index( g_DynamicResupplyAmmoItems[i].sAmmoDef );
Assert( iAmmoType != -1 );
// Ignore ammo types if we don't have a weapon that uses it (except for the grenade)
if ( (i != DS_GRENADE_INDEX) && !pPlayer->Weapon_GetWpnForAmmo( iAmmoType ) )
{
pSpawnInfo[i].m_flCurrentRatio = 1.0;
}
else
{
float flMax = GetAmmoDef()->MaxCarry( iAmmoType );
float flCurrentAmmo = pPlayer->GetAmmoCount( iAmmoType );
flCurrentAmmo += (pSpawnInfo[i].m_iPotentialItems * g_DynamicResupplyAmmoItems[i].iAmmoCount);
pSpawnInfo[i].m_flCurrentRatio = (flCurrentAmmo / flMax);
}
// Use the master if we're supposed to
pSpawnInfo[i].m_flDesiredRatio = pMaster->m_flDesiredAmmo[i] * sk_dynamic_resupply_modifier.GetFloat();
pSpawnInfo[i].m_flDelta = pSpawnInfo[i].m_flDesiredRatio - pSpawnInfo[i].m_flCurrentRatio;
pSpawnInfo[i].m_flDelta = clamp( pSpawnInfo[i].m_flDelta, 0, 1 );
}
if ( iDebug )
{
Msg("Calculating desired ammo ratios & deltas:\n");
for ( int i = 0; i < NUM_AMMO_ITEMS; i++ )
{
Msg(" %s Desired Ratio: %.2f, Current Ratio: %.2f = Delta of %.2f\n",
g_DynamicResupplyAmmoItems[i].sEntityName, pSpawnInfo[i].m_flDesiredRatio, pSpawnInfo[i].m_flCurrentRatio, pSpawnInfo[i].m_flDelta );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CItem_DynamicResupply::SpawnItemFromRatio( int nCount, DynamicResupplyItems_t *pItems, int iDebug, SpawnInfo_t *pSpawnInfo, Vector *pVecSpawnOrigin )
{
// Now find the one we're farthest from
float flFarthest = 0;
int iSelectedIndex = -1;
for ( int i = 0; i < nCount; ++i )
{
if ( pSpawnInfo[i].m_flDelta > flFarthest )
{
flFarthest = pSpawnInfo[i].m_flDelta;
iSelectedIndex = i;
}
}
if ( iSelectedIndex < 0 )
return false;
if ( iDebug )
{
Msg("Chosen item: %s (had farthest delta, %.2f)\n", pItems[iSelectedIndex].sEntityName, pSpawnInfo[iSelectedIndex].m_flDelta );
}
CBaseEntity *pEnt = CBaseEntity::Create( pItems[iSelectedIndex].sEntityName, *pVecSpawnOrigin, GetAbsAngles(), this );
pEnt->SetAbsVelocity( GetAbsVelocity() );
pEnt->SetLocalAngularVelocity( GetLocalAngularVelocity() );
// Move the entity up so that it doesn't go below the spawn origin
Vector vecWorldMins, vecWorldMaxs;
pEnt->CollisionProp()->WorldSpaceAABB( &vecWorldMins, &vecWorldMaxs );
if ( vecWorldMins.z < pVecSpawnOrigin->z )
{
float dz = pVecSpawnOrigin->z - vecWorldMins.z;
pVecSpawnOrigin->z += dz;
vecWorldMaxs.z += dz;
pEnt->SetAbsOrigin( *pVecSpawnOrigin );
}
// Update the spawn position to spawn them on top of each other
pVecSpawnOrigin->z = vecWorldMaxs.z + 6.0f;
pVecSpawnOrigin->x += random->RandomFloat( -6, 6 );
pVecSpawnOrigin->y += random->RandomFloat( -6, 6 );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItem_DynamicResupply::SpawnDynamicItem( CBasePlayer *pPlayer )
{
Assert( pPlayer );
// If we're the master, we never want to spawn
if ( g_MasterResupply == this )
return;
int iDebug = g_debug_dynamicresupplies.GetInt();
if ( iDebug )
{
Msg("Spawning item_dynamic_resupply:\n");
}
SpawnInfo_t pAmmoInfo[ NUM_AMMO_ITEMS ];
SpawnInfo_t pHealthInfo[ NUM_HEALTH_ITEMS ];
// Count the potential addition of items in the PVS
FindPotentialItems( NUM_HEALTH_ITEMS, g_DynamicResupplyHealthItems, iDebug, pHealthInfo );
FindPotentialItems( NUM_AMMO_ITEMS, g_DynamicResupplyAmmoItems, iDebug, pAmmoInfo );
// Use the master if we're supposed to
CItem_DynamicResupply *pMaster = this;
if ( HasSpawnFlags( SF_DYNAMICRESUPPLY_USE_MASTER ) && g_MasterResupply )
{
pMaster = g_MasterResupply;
}
// Compute desired ratios for health and ammo
ComputeHealthRatios( pMaster, pPlayer, iDebug, pHealthInfo );
ComputeAmmoRatios( pMaster, pPlayer, iDebug, pAmmoInfo );
Vector vecSpawnOrigin = GetAbsOrigin();
bool bHealthSpawned = SpawnItemFromRatio( NUM_HEALTH_ITEMS, g_DynamicResupplyHealthItems, iDebug, pHealthInfo, &vecSpawnOrigin );
bool bAmmoSpawned = SpawnItemFromRatio( NUM_AMMO_ITEMS, g_DynamicResupplyAmmoItems, iDebug, pAmmoInfo, &vecSpawnOrigin );
if ( !bHealthSpawned && !bAmmoSpawned )
{
SpawnFullItem( pMaster, pPlayer, iDebug );
}
SetThink( NULL );
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float DynamicResupply_GetDesiredHealthPercentage( void )
{
// Return what the master supply dictates
if ( g_MasterResupply != NULL )
return g_MasterResupply->GetDesiredHealthPercentage();
// Full health if they haven't specified otherwise
return 1.0f;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void DynamicResupply_InitFromAlternateMaster( CBaseEntity *pTargetEnt, string_t iszMaster )
{
if ( iszMaster== NULL_STRING )
{
return;
}
CItem_DynamicResupply *pTargetResupply = assert_cast<CItem_DynamicResupply *>( pTargetEnt );
CBaseEntity *pMasterEnt = gEntList.FindEntityByName( NULL, iszMaster );
if ( !pMasterEnt || !pMasterEnt->ClassMatches( pTargetResupply->GetClassname() ) )
{
DevWarning( "Invalid item_dynamic_resupply name %s\n", STRING( iszMaster ) );
return;
}
CItem_DynamicResupply *pMasterResupply = assert_cast<CItem_DynamicResupply *>( pMasterEnt );
pTargetResupply->RemoveSpawnFlags( SF_DYNAMICRESUPPLY_USE_MASTER );
memcpy( pTargetResupply->m_flDesiredHealth, pMasterResupply->m_flDesiredHealth, sizeof( pMasterResupply->m_flDesiredHealth ) );
memcpy( pTargetResupply->m_flDesiredAmmo, pMasterResupply->m_flDesiredAmmo, sizeof( pMasterResupply->m_flDesiredAmmo ) );
}