mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 15:15:39 +03:00
245 lines
5.3 KiB
C++
245 lines
5.3 KiB
C++
#include "precompiled.h"
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LINK_ENTITY_TO_CLASS(item_healthkit, CHealthKit, CCSHealthKit)
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void CHealthKit::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_medkit.mdl");
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CItem::Spawn();
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}
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void CHealthKit::Precache()
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{
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PRECACHE_MODEL("models/w_medkit.mdl");
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PRECACHE_SOUND("items/smallmedkit1.wav");
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}
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BOOL CHealthKit::MyTouch(CBasePlayer *pPlayer)
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{
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#ifdef REGAMEDLL_ADD
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if (pPlayer->HasRestrictItem(ITEM_HEALTHKIT, ITEM_TYPE_TOUCHED))
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return FALSE;
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#endif
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auto healthValue = gSkillData.healthkitCapacity;
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#ifdef REGAMEDLL_FIXES
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if (pev->health != 0.0f) {
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healthValue = pev->health;
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}
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#endif
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if (pPlayer->TakeHealth(healthValue, DMG_GENERIC))
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{
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MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, nullptr, pPlayer->pev);
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WRITE_STRING(pev->classname);
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MESSAGE_END();
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EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/smallmedkit1.wav", VOL_NORM, ATTN_NORM);
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if (g_pGameRules->ItemShouldRespawn(this))
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Respawn();
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else
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UTIL_Remove(this);
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return TRUE;
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}
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return FALSE;
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}
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TYPEDESCRIPTION CWallHealth::m_SaveData[] =
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{
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DEFINE_FIELD(CWallHealth, m_flNextCharge, FIELD_TIME),
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DEFINE_FIELD(CWallHealth, m_iReactivate, FIELD_INTEGER),
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DEFINE_FIELD(CWallHealth, m_iJuice, FIELD_INTEGER),
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DEFINE_FIELD(CWallHealth, m_iOn, FIELD_INTEGER),
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DEFINE_FIELD(CWallHealth, m_flSoundTime, FIELD_TIME),
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};
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IMPLEMENT_SAVERESTORE(CWallHealth, CBaseEntity)
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LINK_ENTITY_TO_CLASS(func_healthcharger, CWallHealth, CCSWallHealth)
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void CWallHealth::KeyValue(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "style") || FStrEq(pkvd->szKeyName, "height") || FStrEq(pkvd->szKeyName, "value1") || FStrEq(pkvd->szKeyName, "value2") || 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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{
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CBaseToggle::KeyValue(pkvd);
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}
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}
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void CWallHealth::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), pev->model);
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int healthValue = (int)gSkillData.healthchargerCapacity;
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#ifdef REGAMEDLL_FIXES
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if (pev->health != 0.0f) {
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healthValue = (int)pev->health;
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}
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#endif
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m_iJuice = healthValue;
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pev->frame = 0.0f;
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}
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#ifdef REGAMEDLL_FIXES
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void CWallHealth::Restart()
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{
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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), pev->model);
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pev->nextthink = pev->ltime + 0.1f;
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SetThink(&CWallHealth::Recharge);
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}
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#endif // #ifdef REGAMEDLL_FIXES
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void CWallHealth::Precache()
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{
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PRECACHE_SOUND("items/medshot4.wav");
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PRECACHE_SOUND("items/medshotno1.wav");
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PRECACHE_SOUND("items/medcharge4.wav");
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}
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void CWallHealth::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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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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// if it's not a player, ignore
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if (!pActivator->IsPlayer())
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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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#ifdef REGAMEDLL_FIXES
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&& pev->frame != 1.0f // recharging... don't reset think
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#endif
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)
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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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#ifdef REGAMEDLL_FIXES
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|| !pActivator->CanTakeHealth(AMOUNT_CHARGE_HEALTH) // don't charge health if we can't more, prevent thinking entity
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#endif // REGAMEDLL_FIXES
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)
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{
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if (gpGlobals->time >= m_flSoundTime)
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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/medshotno1.wav", VOL_NORM, 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(&CWallHealth::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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// 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/medshot4.wav", VOL_NORM, ATTN_NORM);
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m_flSoundTime = gpGlobals->time + 0.56f;
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}
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if (m_iOn == 1 && gpGlobals->time >= m_flSoundTime)
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{
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m_iOn++;
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EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/medcharge4.wav", VOL_NORM, ATTN_NORM);
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}
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// charge the player
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if (pActivator->TakeHealth(AMOUNT_CHARGE_HEALTH, DMG_GENERIC))
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m_iJuice--;
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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 CWallHealth::Recharge()
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshot4.wav", VOL_NORM, ATTN_NORM);
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int healthValue = (int)gSkillData.healthchargerCapacity;
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#ifdef REGAMEDLL_FIXES
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if (pev->health != 0.0f) {
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healthValue = (int)pev->health;
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}
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#endif
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m_iJuice = healthValue;
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pev->frame = 0.0f;
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SetThink(&CWallHealth::SUB_DoNothing);
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}
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void CWallHealth::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/medcharge4.wav");
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m_iOn = 0;
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if (!m_iJuice)
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{
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int iReactivate = m_iReactivate;
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#ifdef REGAMEDLL_FIXES
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if (iReactivate <= 0)
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#endif // #ifdef REGAMEDLL_FIXES
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{
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if ((iReactivate = g_pGameRules->FlHealthChargerRechargeTime()) <= 0)
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return;
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}
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if (m_iReactivate <= 0)
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m_iReactivate = iReactivate;
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pev->nextthink = pev->ltime + m_iReactivate;
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SetThink(&CWallHealth::Recharge);
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}
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else
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{
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SetThink(&CWallHealth::SUB_DoNothing);
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}
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}
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