#include "precompiled.h" /* * Globals initialization */ #ifndef HOOK_GAMEDLL TYPEDESCRIPTION CWallHealth::m_SaveData[] = { DEFINE_FIELD(CWallHealth, m_flNextCharge, FIELD_TIME), DEFINE_FIELD(CWallHealth, m_iReactivate, FIELD_INTEGER), DEFINE_FIELD(CWallHealth, m_iJuice, FIELD_INTEGER), DEFINE_FIELD(CWallHealth, m_iOn, FIELD_INTEGER), DEFINE_FIELD(CWallHealth, m_flSoundTime, FIELD_TIME), }; #else TYPEDESCRIPTION IMPL_CLASS(CWallHealth, m_SaveData)[5]; #endif // HOOK_GAMEDLL /* ../cstrike/dlls/healthkit.cpp:43 */ LINK_ENTITY_TO_CLASS(item_healthkit, CHealthKit); /* ../cstrike/dlls/healthkit.cpp:55 */ void CHealthKit::__MAKE_VHOOK(Spawn)(void) { Precache(); SET_MODEL(ENT(pev), "models/w_medkit.mdl"); CItem::Spawn(); } /* ../cstrike/dlls/healthkit.cpp:63 */ void CHealthKit::__MAKE_VHOOK(Precache)(void) { PRECACHE_MODEL("models/w_medkit.mdl"); PRECACHE_SOUND("items/smallmedkit1.wav"); } /* ../cstrike/dlls/healthkit.cpp:69 */ BOOL CHealthKit::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer) { if (pPlayer->TakeHealth(gSkillData.healthkitCapacity, DMG_GENERIC)) { MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev); WRITE_STRING(STRING(pev->classname)); MESSAGE_END(); EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/smallmedkit1.wav", VOL_NORM, ATTN_NORM); if (g_pGameRules->ItemShouldRespawn(this)) Respawn(); else UTIL_Remove(this); return TRUE; } return FALSE; } /* ../cstrike/dlls/healthkit.cpp:130 */ IMPLEMENT_SAVERESTORE(CWallHealth, CBaseEntity); /* ../cstrike/dlls/healthkit.cpp:132 */ LINK_ENTITY_TO_CLASS(func_healthcharger, CWallHealth); /* ../cstrike/dlls/healthkit.cpp:135 */ void CWallHealth::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "style") || FStrEq(pkvd->szKeyName, "height") || FStrEq(pkvd->szKeyName, "value1") || FStrEq(pkvd->szKeyName, "value2") || FStrEq(pkvd->szKeyName, "value3")) { pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "dmdelay")) { m_iReactivate = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseToggle::KeyValue(pkvd); } /* ../cstrike/dlls/healthkit.cpp:154 */ void CWallHealth::__MAKE_VHOOK(Spawn)(void) { Precache(); pev->solid = SOLID_BSP; pev->movetype = MOVETYPE_PUSH; // set size and link into world UTIL_SetOrigin(pev, pev->origin); UTIL_SetSize(pev, pev->mins, pev->maxs); SET_MODEL(ENT(pev), STRING(pev->model)); m_iJuice = (int)gSkillData.healthchargerCapacity; pev->frame = 0.0f; } /* ../cstrike/dlls/healthkit.cpp:169 */ void CWallHealth::__MAKE_VHOOK(Precache)(void) { PRECACHE_SOUND("items/medshot4.wav"); PRECACHE_SOUND("items/medshotno1.wav"); PRECACHE_SOUND("items/medcharge4.wav"); } /* ../cstrike/dlls/healthkit.cpp:177 */ void CWallHealth::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { // Make sure that we have a caller if (!pActivator) return; // if it's not a player, ignore if (!pActivator->IsPlayer()) return; // if there is no juice left, turn it off if (m_iJuice <= 0) { pev->frame = 1.0f; Off(); } // if the player doesn't have the suit, or there is no juice left, make the deny noise if (m_iJuice <= 0 || !(pActivator->pev->weapons & (1 << WEAPON_SUIT))) { if (gpGlobals->time >= m_flSoundTime) { m_flSoundTime = gpGlobals->time + 0.62f; EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshotno1.wav", VOL_NORM, ATTN_NORM); } return; } pev->nextthink = pev->ltime + 0.25f; SetThink(&CWallHealth::Off); // Time to recharge yet? if (m_flNextCharge >= gpGlobals->time) return; // Play the on sound or the looping charging sound if (!m_iOn) { m_iOn++; EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshot4.wav", VOL_NORM, ATTN_NORM); m_flSoundTime = gpGlobals->time + 0.56f; } if (m_iOn == 1 && gpGlobals->time >= m_flSoundTime) { m_iOn++; EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/medcharge4.wav", VOL_NORM, ATTN_NORM); } // charge the player if (pActivator->TakeHealth(1, DMG_GENERIC)) m_iJuice--; // govern the rate of charge m_flNextCharge = gpGlobals->time + 0.1f; } /* ../cstrike/dlls/healthkit.cpp:236 */ void CWallHealth::Recharge(void) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshot4.wav", VOL_NORM, ATTN_NORM); m_iJuice = gSkillData.healthchargerCapacity; pev->frame = 0.0f; SetThink(&CWallHealth::SUB_DoNothing); } /* ../cstrike/dlls/healthkit.cpp:244 */ void CWallHealth::Off(void) { // Stop looping sound. if (m_iOn > 1) STOP_SOUND(ENT(pev), CHAN_STATIC, "items/medcharge4.wav"); m_iOn = 0; if (!m_iJuice && ((m_iReactivate = g_pGameRules->FlHealthChargerRechargeTime()) > 0)) { pev->nextthink = pev->ltime + m_iReactivate; SetThink(&CWallHealth::Recharge); } else SetThink(&CWallHealth::SUB_DoNothing); } #ifdef HOOK_GAMEDLL void CHealthKit::Spawn(void) { Spawn_(); } void CHealthKit::Precache(void) { Precache_(); } BOOL CHealthKit::MyTouch(CBasePlayer *pPlayer) { return MyTouch_(pPlayer); } void CWallHealth::Spawn(void) { Spawn_(); } void CWallHealth::Precache(void) { Precache_(); } void CWallHealth::KeyValue(KeyValueData *pkvd) { KeyValue_(pkvd); } int CWallHealth::Save(CSave &save) { return Save_(save); } int CWallHealth::Restore(CRestore &restore) { return Restore_(restore); } void CWallHealth::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { Use_(pActivator, pCaller, useType, value); } #endif // HOOK_GAMEDLL