/*
*
*   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;
};