#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; } 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) { // 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 = 1.0f; 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 (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 < 100) { #ifdef REGAMEDLL_FIXES CBasePlayer *pPlayer = m_hActivator.Get(); if (pPlayer->m_iKevlar == ARMOR_NONE) pPlayer->m_iKevlar = ARMOR_KEVLAR; #endif m_iJuice--; m_hActivator->pev->armorvalue += 1.0f; if (m_hActivator->pev->armorvalue > 100) m_hActivator->pev->armorvalue = 100; } // 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 && (m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime()) > 0) { pev->nextthink = pev->ltime + m_iReactivate; SetThink(&CRecharge::Recharge); } else { SetThink(&CRecharge::SUB_DoNothing); } }