ReGameDLL_CS/regamedll/dlls/h_battery.cpp
2019-09-22 21:29:29 +07:00

221 lines
4.8 KiB
C++

#include "precompiled.h"
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),
};
IMPLEMENT_SAVERESTORE(CRecharge, CBaseEntity)
LINK_ENTITY_TO_CLASS(func_recharge, CRecharge, CCSRecharge)
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 = Q_atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
{
CBaseToggle::KeyValue(pkvd);
}
}
void CRecharge::Spawn()
{
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));
int armorValue = (int)gSkillData.suitchargerCapacity;
#ifdef REGAMEDLL_FIXES
if (pev->armorvalue != 0.0f) {
armorValue = (int)pev->armorvalue;
}
#endif
m_iJuice = armorValue;
pev->frame = 0;
}
#ifdef REGAMEDLL_FIXES
void CRecharge::Restart()
{
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));
pev->nextthink = pev->ltime + 0.1f;
SetThink(&CRecharge::Recharge);
}
#endif
void CRecharge::Precache()
{
PRECACHE_SOUND("items/suitcharge1.wav");
PRECACHE_SOUND("items/suitchargeno1.wav");
PRECACHE_SOUND("items/suitchargeok1.wav");
}
void CRecharge::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
#ifdef REGAMEDLL_FIXES
// Make sure that we have a caller
if (!pActivator)
return;
// if it's not a player, ignore
if (!pActivator->IsPlayer())
return;
#else
if (!FClassnameIs(pActivator->pev, "player"))
return;
#endif // #ifdef REGAMEDLL_FIXES
// if there is no juice left, turn it off
if (m_iJuice <= 0
#ifdef REGAMEDLL_FIXES
&& pev->frame != 1.0f // recharging... don't reset think
#endif
)
{
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))
#ifdef REGAMEDLL_FIXES
|| pActivator->pev->armorvalue >= MAX_CHARGE_ARMOR // don't charge health if we can't more, prevent thinking entity
#endif
)
{
if (m_flSoundTime <= gpGlobals->time)
{
m_flSoundTime = gpGlobals->time + 0.62f;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM);
}
return;
}
pev->nextthink = pev->ltime + 0.25f;
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 + 0.56f;
}
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 < MAX_CHARGE_ARMOR)
{
#ifdef REGAMEDLL_FIXES
CBasePlayer *pPlayer = m_hActivator.Get<CBasePlayer>();
if (pPlayer->m_iKevlar == ARMOR_NONE)
pPlayer->m_iKevlar = ARMOR_KEVLAR;
#endif
m_iJuice--;
m_hActivator->pev->armorvalue += AMOUNT_CHARGE_ARMOR;
if (m_hActivator->pev->armorvalue > MAX_CHARGE_ARMOR)
m_hActivator->pev->armorvalue = MAX_CHARGE_ARMOR;
}
// govern the rate of charge
m_flNextCharge = gpGlobals->time + 0.1f;
}
void CRecharge::Recharge()
{
int armorValue = (int)gSkillData.suitchargerCapacity;
#ifdef REGAMEDLL_FIXES
if (pev->armorvalue != 0.0f) {
armorValue = (int)pev->armorvalue;
}
#endif
m_iJuice = armorValue;
pev->frame = 0;
SetThink(&CRecharge::SUB_DoNothing);
}
void CRecharge::Off()
{
// Stop looping sound.
if (m_iOn > 1)
STOP_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav");
m_iOn = 0;
if (!m_iJuice)
{
int iReactivate = m_iReactivate;
#ifdef REGAMEDLL_FIXES
if (iReactivate <= 0)
#endif // #ifdef REGAMEDLL_FIXES
{
if ((iReactivate = g_pGameRules->FlHEVChargerRechargeTime()) <= 0)
return;
}
if (m_iReactivate <= 0)
m_iReactivate = iReactivate;
pev->nextthink = pev->ltime + m_iReactivate;
SetThink(&CRecharge::Recharge);
}
else
{
SetThink(&CRecharge::SUB_DoNothing);
}
}