mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-31 00:55:51 +03:00
9b955f2672
Removed some useless code in CBasePlayerWeapon::GetNextAttackDelay Removed the allocation of the entity CSoundEnt, because it is useless for CS 1.6 also removed UpdatePlayerSound
157 lines
3.7 KiB
C++
157 lines
3.7 KiB
C++
#include "precompiled.h"
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/*
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* Globals initialization
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*/
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#ifndef HOOK_GAMEDLL
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TYPEDESCRIPTION CRecharge::m_SaveData[] =
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{
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DEFINE_FIELD(CRecharge, m_flNextCharge, FIELD_TIME),
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DEFINE_FIELD(CRecharge, m_iReactivate, FIELD_INTEGER),
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DEFINE_FIELD(CRecharge, m_iJuice, FIELD_INTEGER),
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DEFINE_FIELD(CRecharge, m_iOn, FIELD_INTEGER),
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DEFINE_FIELD(CRecharge, m_flSoundTime, FIELD_TIME),
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};
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#endif
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IMPLEMENT_SAVERESTORE(CRecharge, CBaseEntity);
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LINK_ENTITY_TO_CLASS(func_recharge, CRecharge, CCSRecharge);
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void CRecharge::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "style")
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|| FStrEq(pkvd->szKeyName, "height")
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|| FStrEq(pkvd->szKeyName, "value1")
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|| FStrEq(pkvd->szKeyName, "value2")
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|| FStrEq(pkvd->szKeyName, "value3"))
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{
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "dmdelay"))
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{
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m_iReactivate = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CBaseToggle::KeyValue(pkvd);
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}
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void CRecharge::__MAKE_VHOOK(Spawn)()
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{
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Precache();
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pev->solid = SOLID_BSP;
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pev->movetype = MOVETYPE_PUSH;
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// set size and link into world
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UTIL_SetOrigin(pev, pev->origin);
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UTIL_SetSize(pev, pev->mins, pev->maxs);
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SET_MODEL(ENT(pev), STRING(pev->model));
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m_iJuice = int(gSkillData.suitchargerCapacity);
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pev->frame = 0;
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}
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void CRecharge::__MAKE_VHOOK(Precache)()
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{
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PRECACHE_SOUND("items/suitcharge1.wav");
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PRECACHE_SOUND("items/suitchargeno1.wav");
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PRECACHE_SOUND("items/suitchargeok1.wav");
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}
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void CRecharge::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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// if it's not a player, ignore
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if (!FClassnameIs(pActivator->pev, "player"))
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return;
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// if there is no juice left, turn it off
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if (m_iJuice <= 0)
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{
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pev->frame = 1.0f;
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Off();
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}
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// if the player doesn't have the suit, or there is no juice left, make the deny noise
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if (m_iJuice <= 0 || !(pActivator->pev->weapons & (1 << WEAPON_SUIT)))
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{
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if (m_flSoundTime <= gpGlobals->time)
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{
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m_flSoundTime = gpGlobals->time + 0.62f;
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM);
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}
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return;
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}
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pev->nextthink = pev->ltime + 0.25f;
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SetThink(&CRecharge::Off);
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// Time to recharge yet?
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if (m_flNextCharge >= gpGlobals->time)
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return;
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// Make sure that we have a caller
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if (!pActivator)
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return;
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m_hActivator = pActivator;//EHANDLE::CBaseEntity *operator=
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//only recharge the player
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if (!m_hActivator->IsPlayer())
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return;
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// Play the on sound or the looping charging sound
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if (!m_iOn)
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{
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m_iOn++;
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeok1.wav", 0.85, ATTN_NORM);
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m_flSoundTime = gpGlobals->time + 0.56f;
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}
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if (m_iOn == 1 && m_flSoundTime <= gpGlobals->time)
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{
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m_iOn++;
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EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav", 0.85, ATTN_NORM);
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}
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// charge the player
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if (m_hActivator->pev->armorvalue < 100)
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{
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m_iJuice--;
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m_hActivator->pev->armorvalue += 1.0f;
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if (m_hActivator->pev->armorvalue > 100)
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m_hActivator->pev->armorvalue = 100;
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}
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// govern the rate of charge
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m_flNextCharge = gpGlobals->time + 0.1f;
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}
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void CRecharge::Recharge()
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{
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m_iJuice = gSkillData.suitchargerCapacity;
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pev->frame = 0;
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SetThink(&CRecharge::SUB_DoNothing);
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}
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void CRecharge::Off()
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{
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// Stop looping sound.
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if (m_iOn > 1)
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STOP_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav");
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m_iOn = 0;
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if (!m_iJuice && (m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime()) > 0)
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{
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pev->nextthink = pev->ltime + m_iReactivate;
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SetThink(&CRecharge::Recharge);
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}
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else
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SetThink(&CRecharge::SUB_DoNothing);
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}
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