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

245 lines
5.3 KiB
C++

#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);
}
}