ReGameDLL_CS/regamedll/dlls/h_battery.h
2019-09-23 04:09:58 +07:00

63 lines
2.0 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
const float AMOUNT_CHARGE_ARMOR = 1.0f;
const float MAX_CHARGE_ARMOR = 100.0f;
class CRecharge: public CBaseToggle
{
public:
virtual void Spawn();
virtual void Precache();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
#ifdef REGAMEDLL_FIXES
virtual void Restart();
#endif
virtual int ObjectCaps() { return ((CBaseToggle::ObjectCaps() | FCAP_CONTINUOUS_USE) & ~FCAP_ACROSS_TRANSITION); }
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
void EXPORT Off();
void EXPORT Recharge();
public:
static TYPEDESCRIPTION m_SaveData[];
float m_flNextCharge;
int m_iReactivate;
int m_iJuice;
int m_iOn;
float m_flSoundTime;
};