ReGameDLL_CS/regamedll/dlls/h_battery.cpp
s1lentq 2f82bb17ae Reversed some function from player.cpp
Better implemented static members by all objects of the class
MSVC: Added loading of custom configurations for the test demo with the launch --regamedll-cfg-init filename.cfg (NOTE: The config should be in the "tests" folder)
Gradle script: Added stuff for each the test demo and their auto-unpacking the root folder HLDS
2015-07-05 17:19:59 +06:00

203 lines
4.5 KiB
C++

#include "precompiled.h"
/*
* Globals initialization
*/
#ifndef HOOK_GAMEDLL
TYPEDESCRIPTION CRecharge::m_SaveData[] =
{
DEFINE_FIELD(CRecharge, m_flNextCharge, FIELD_TIME),
DEFINE_FIELD(CRecharge, m_iReactivate, FIELD_INTEGER),
DEFINE_FIELD(CRecharge, m_iJuice, FIELD_INTEGER),
DEFINE_FIELD(CRecharge, m_iOn, FIELD_INTEGER),
DEFINE_FIELD(CRecharge, m_flSoundTime, FIELD_TIME),
};
#else
TYPEDESCRIPTION (*CRecharge::pm_SaveData)[5];
#endif // HOOK_GAMEDLL
/* <c61e2> ../cstrike/dlls/h_battery.cpp:61 */
IMPLEMENT_SAVERESTORE(CRecharge, CBaseEntity);
/* <c65cc> ../cstrike/dlls/h_battery.cpp:63 */
LINK_ENTITY_TO_CLASS(func_recharge, CRecharge);
/* <c648b> ../cstrike/dlls/h_battery.cpp:66 */
void CRecharge::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 = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseToggle::KeyValue(pkvd);
}
/* <c616f> ../cstrike/dlls/h_battery.cpp:85 */
void CRecharge::Spawn_(void)
{
Precache();
pev->solid = SOLID_BSP;
pev->movetype = MOVETYPE_PUSH;
UTIL_SetOrigin(pev, pev->origin); // set size and link into world
UTIL_SetSize(pev, pev->mins, pev->maxs);
SET_MODEL(ENT(pev), STRING(pev->model));
m_iJuice = (int)gSkillData.suitchargerCapacity;
pev->frame = 0;
}
/* <c6122> ../cstrike/dlls/h_battery.cpp:99 */
void CRecharge::Precache_(void)
{
PRECACHE_SOUND("items/suitcharge1.wav");
PRECACHE_SOUND("items/suitchargeno1.wav");
PRECACHE_SOUND("items/suitchargeok1.wav");
}
/* <c630e> ../cstrike/dlls/h_battery.cpp:107 */
void CRecharge::Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
// if it's not a player, ignore
if (!FClassnameIs(pActivator->pev, "player"))
return;
// if there is no juice left, turn it off
if (m_iJuice <= 0)
{
pev->frame = 1;
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 (m_flSoundTime <= gpGlobals->time)
{
m_flSoundTime = gpGlobals->time + 0.62;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM);
}
return;
}
pev->nextthink = pev->ltime + 0.25;
SetThink(&CRecharge::Off);
// Time to recharge yet?
if (m_flNextCharge >= gpGlobals->time)
return;
// Make sure that we have a caller
if (!pActivator)
return;
m_hActivator = pActivator;//EHANDLE::CBaseEntity *operator=
//only recharge the player
if (!m_hActivator->IsPlayer())
return;
// Play the on sound or the looping charging sound
if (!m_iOn)
{
m_iOn++;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeok1.wav", 0.85, ATTN_NORM);
m_flSoundTime = gpGlobals->time + 0.56;
}
if (m_iOn == 1 && m_flSoundTime <= gpGlobals->time)
{
m_iOn++;
EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav", 0.85, ATTN_NORM);
}
// charge the player
if (m_hActivator->pev->armorvalue < 100)
{
m_iJuice--;
m_hActivator->pev->armorvalue += 1;
if (m_hActivator->pev->armorvalue > 100)
m_hActivator->pev->armorvalue = 100;
}
// govern the rate of charge
m_flNextCharge = gpGlobals->time + 0.1;
}
/* <c6149> ../cstrike/dlls/h_battery.cpp:178 */
void CRecharge::Recharge(void)
{
m_iJuice = gSkillData.suitchargerCapacity;
pev->frame = 0;
SetThink(&CRecharge::SUB_DoNothing);
}
/* <c622e> ../cstrike/dlls/h_battery.cpp:185 */
void CRecharge::Off(void)
{
// Stop looping sound.
if (m_iOn > 1)
STOP_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav");
m_iOn = 0;
if (!m_iJuice && (m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime()) > 0)
{
pev->nextthink = pev->ltime + m_iReactivate;
SetThink(&CRecharge::Recharge);
}
else
SetThink(&CRecharge::SUB_DoNothing);
}
#ifdef HOOK_GAMEDLL
void CRecharge::Spawn(void)
{
Spawn_();
}
void CRecharge::Precache(void)
{
Precache_();
}
void CRecharge::KeyValue(KeyValueData *pkvd)
{
KeyValue_(pkvd);
}
int CRecharge::Save(CSave &save)
{
return Save_(save);
}
int CRecharge::Restore(CRestore &restore)
{
return Restore_(restore);
}
void CRecharge::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
Use_(pActivator, pCaller, useType, value);
}
#endif // HOOK_GAMEDLL