#include "precompiled.h" LINK_ENTITY_TO_CLASS(item_healthkit, CHealthKit, CCSHealthKit) void CHealthKit::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/w_medkit.mdl"); CItem::Spawn(); } void CHealthKit::Precache() { PRECACHE_MODEL("models/w_medkit.mdl"); PRECACHE_SOUND("items/smallmedkit1.wav"); } BOOL CHealthKit::MyTouch(CBasePlayer *pPlayer) { #ifdef REGAMEDLL_ADD if (pPlayer->HasRestrictItem(ITEM_HEALTHKIT, ITEM_TYPE_TOUCHED)) return FALSE; #endif auto healthValue = gSkillData.healthkitCapacity; #ifdef REGAMEDLL_FIXES if (pev->health != 0.0f) { healthValue = pev->health; } #endif if (pPlayer->TakeHealth(healthValue, DMG_GENERIC)) { MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, nullptr, pPlayer->pev); WRITE_STRING(pev->classname); MESSAGE_END(); EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/smallmedkit1.wav", VOL_NORM, ATTN_NORM); if (g_pGameRules->ItemShouldRespawn(this)) Respawn(); else UTIL_Remove(this); return TRUE; } return FALSE; } TYPEDESCRIPTION CWallHealth::m_SaveData[] = { DEFINE_FIELD(CWallHealth, m_flNextCharge, FIELD_TIME), DEFINE_FIELD(CWallHealth, m_iReactivate, FIELD_INTEGER), DEFINE_FIELD(CWallHealth, m_iJuice, FIELD_INTEGER), DEFINE_FIELD(CWallHealth, m_iOn, FIELD_INTEGER), DEFINE_FIELD(CWallHealth, m_flSoundTime, FIELD_TIME), }; IMPLEMENT_SAVERESTORE(CWallHealth, CBaseEntity) LINK_ENTITY_TO_CLASS(func_healthcharger, CWallHealth, CCSWallHealth) void CWallHealth::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 CWallHealth::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), pev->model); int healthValue = (int)gSkillData.healthchargerCapacity; #ifdef REGAMEDLL_FIXES if (pev->health != 0.0f) { healthValue = (int)pev->health; } #endif m_iJuice = healthValue; pev->frame = 0.0f; } #ifdef REGAMEDLL_FIXES void CWallHealth::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), pev->model); pev->nextthink = pev->ltime + 0.1f; SetThink(&CWallHealth::Recharge); } #endif // #ifdef REGAMEDLL_FIXES void CWallHealth::Precache() { PRECACHE_SOUND("items/medshot4.wav"); PRECACHE_SOUND("items/medshotno1.wav"); PRECACHE_SOUND("items/medcharge4.wav"); } void CWallHealth::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { // Make sure that we have a caller if (!pActivator) return; // if it's not a player, ignore if (!pActivator->IsPlayer()) return; // 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->CanTakeHealth(AMOUNT_CHARGE_HEALTH) // don't charge health if we can't more, prevent thinking entity #endif // REGAMEDLL_FIXES ) { if (gpGlobals->time >= m_flSoundTime) { m_flSoundTime = gpGlobals->time + 0.62f; EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshotno1.wav", VOL_NORM, ATTN_NORM); } return; } pev->nextthink = pev->ltime + 0.25f; SetThink(&CWallHealth::Off); // Time to recharge yet? if (m_flNextCharge >= gpGlobals->time) return; // Play the on sound or the looping charging sound if (!m_iOn) { m_iOn++; EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshot4.wav", VOL_NORM, ATTN_NORM); m_flSoundTime = gpGlobals->time + 0.56f; } if (m_iOn == 1 && gpGlobals->time >= m_flSoundTime) { m_iOn++; EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/medcharge4.wav", VOL_NORM, ATTN_NORM); } // charge the player if (pActivator->TakeHealth(AMOUNT_CHARGE_HEALTH, DMG_GENERIC)) m_iJuice--; // govern the rate of charge m_flNextCharge = gpGlobals->time + 0.1f; } void CWallHealth::Recharge() { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshot4.wav", VOL_NORM, ATTN_NORM); int healthValue = (int)gSkillData.healthchargerCapacity; #ifdef REGAMEDLL_FIXES if (pev->health != 0.0f) { healthValue = (int)pev->health; } #endif m_iJuice = healthValue; pev->frame = 0.0f; SetThink(&CWallHealth::SUB_DoNothing); } void CWallHealth::Off() { // Stop looping sound. if (m_iOn > 1) STOP_SOUND(ENT(pev), CHAN_STATIC, "items/medcharge4.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->FlHealthChargerRechargeTime()) <= 0) return; } if (m_iReactivate <= 0) m_iReactivate = iReactivate; pev->nextthink = pev->ltime + m_iReactivate; SetThink(&CWallHealth::Recharge); } else { SetThink(&CWallHealth::SUB_DoNothing); } }