mirror of https://github.com/FWGS/hlsdk-xash3d
763 lines
18 KiB
C++
763 lines
18 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "items.h"
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#include "gamerules.h"
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#include "game.h"
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#include "actanimating.h"
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//#include "effects.h"
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extern int gmsgItemPickup;
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class CHealthKit : public CItem
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{
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void Spawn( void );
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void Precache( void );
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BOOL MyTouch( CBasePlayer *pPlayer );
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/*
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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*/
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};
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LINK_ENTITY_TO_CLASS( item_healthkit, CHealthKit )
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/*
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TYPEDESCRIPTION CHealthKit::m_SaveData[] =
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{
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};
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IMPLEMENT_SAVERESTORE( CHealthKit, CItem )
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*/
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void CHealthKit::Spawn( void )
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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( void )
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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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if( pPlayer->pev->deadflag != DEAD_NO )
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{
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return FALSE;
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}
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if( pPlayer->TakeHealth( gSkillData.healthkitCapacity, DMG_GENERIC ) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
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WRITE_STRING( STRING( pev->classname ) );
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MESSAGE_END();
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EMIT_SOUND( ENT( pPlayer->pev ), CHAN_ITEM, "items/smallmedkit1.wav", 1, ATTN_NORM );
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if( g_pGameRules->ItemShouldRespawn( this ) )
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{
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Respawn();
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}
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else
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{
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UTIL_Remove( this );
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}
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return TRUE;
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}
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return FALSE;
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}
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//-------------------------------------------------------------
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// Wall mounted health kit
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//-------------------------------------------------------------
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class CWallHealth : public CBaseToggle
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{
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public:
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void Spawn();
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void Precache( void );
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void EXPORT Off( void );
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void EXPORT Recharge( void );
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void KeyValue( KeyValueData *pkvd );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual int ObjectCaps( void ) { return ( CBaseToggle::ObjectCaps() | FCAP_CONTINUOUS_USE ) & ~FCAP_ACROSS_TRANSITION; }
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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float m_flNextCharge;
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int m_iReactivate ; // DeathMatch Delay until reactvated
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int m_iJuice;
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int m_iOn; // 0 = off, 1 = startup, 2 = going
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float m_flSoundTime;
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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, CBaseToggle )
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LINK_ENTITY_TO_CLASS( func_healthcharger, CWallHealth )
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void CWallHealth::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 = 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 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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UTIL_SetOrigin( pev, pev->origin ); // set size and link into world
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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.healthchargerCapacity;
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pev->frame = 0;
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}
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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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{
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pev->frame = 1;
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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 ) ) ) || ( ( chargerfix.value ) && ( pActivator->pev->health >= pActivator->pev->max_health ) ) )
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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/medshotno1.wav", 1.0, 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", 1.0, ATTN_NORM );
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m_flSoundTime = 0.56f + gpGlobals->time;
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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/medcharge4.wav", 1.0, ATTN_NORM );
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}
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// charge the player
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if( pActivator->TakeHealth( 1, DMG_GENERIC ) )
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{
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m_iJuice--;
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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 CWallHealth::Recharge( void )
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{
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM );
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m_iJuice = (int)gSkillData.healthchargerCapacity;
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pev->frame = 0;
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SetThink( &CBaseEntity::SUB_DoNothing );
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}
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void CWallHealth::Off( void )
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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 ) && ( ( m_iReactivate = (int)g_pGameRules->FlHealthChargerRechargeTime() ) > 0 ) )
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{
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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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SetThink( &CBaseEntity::SUB_DoNothing );
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}
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//
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// NEW MODEL WALL HEALTH AS SEEN IN PLAYSTATION(R)2 VERSION OF HALF-LIFE
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//
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//-------------------------------------------------------------
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// Wall mounted health kit
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//-------------------------------------------------------------
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#define seq_Still 0
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#define seq_Deploy 1
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#define seq_RetractArm 2
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#define seq_GiveShot 3
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#define seq_RetractShot 4
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#define seq_PrepShot 5
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#define seq_ShotIdle 6
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#define seq_Inactive 7
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#define seq_Slosh 1
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#define seq_ToRest 2
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#define CHARGER_AWAKE_DISTANCE 64
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class CMdlWallHealthTank : public CActAnimating
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{
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public:
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void Spawn( );
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void Precache( void );
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void Update( int m_iJuice );
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void EXPORT TankThink( void );
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void StartUse( void );
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int m_iJuice;
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static CMdlWallHealthTank *CreateFluidTank( edict_t *pOwner, const Vector &position );
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};
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LINK_ENTITY_TO_CLASS( item_healthchargertank, CMdlWallHealthTank );
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CMdlWallHealthTank *CMdlWallHealthTank::CreateFluidTank( edict_t *pOwner, const Vector &position )
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{
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CMdlWallHealthTank *pHealthTank = GetClassPtr( (CMdlWallHealthTank *)NULL );
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pHealthTank->pev->classname = MAKE_STRING( "item_healthchargertank" );
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pHealthTank->pev->origin = position;
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pHealthTank->pev->owner = pOwner;
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pHealthTank->Spawn();
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return pHealthTank;
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}
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void CMdlWallHealthTank::Precache()
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{
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PRECACHE_MODEL("models/health_charger_both.mdl" );
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}
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void CMdlWallHealthTank::Spawn()
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{
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Precache( );
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pev->solid = SOLID_NOT;
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pev->movetype = MOVETYPE_NONE;
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UTIL_SetSize(pev, pev->mins, pev->maxs);
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SET_MODEL(ENT(pev), "models/health_charger_both.mdl" );
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pev->rendermode = kRenderTransTexture;
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pev->renderamt = 192;
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SetBoneController( 0, 0 ); // -11 to 0 (empty to full)
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SetSequence( seq_Still );
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SetThink( &CMdlWallHealthTank::TankThink );
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if (g_pGameRules->IsCoOp() )
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{
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CDecayRules *g_pDecayRules;
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g_pDecayRules = (CDecayRules*)g_pGameRules;
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if ( g_pDecayRules->m_bAlienMode == true )
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{
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SetThink( NULL );
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SetUse( NULL );
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}
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}
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pev->nextthink = gpGlobals->time + 0.1;
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}
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void CMdlWallHealthTank::Update(int m_iJuice)
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{
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SetBoneController( 0, -(10 - (m_iJuice / gSkillData.healthchargerCapacity * 10)) ); // -11 to 0 (empty to full)
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}
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void CMdlWallHealthTank::StartUse()
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{
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if (GetSequence() != seq_Slosh )
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SetSequence( seq_Slosh );
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}
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void CMdlWallHealthTank::TankThink()
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{
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StudioFrameAdvance();
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pev->nextthink = gpGlobals->time + 0.1;
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switch( GetSequence() )
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{
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case seq_Still: // 0 - still
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break;
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case seq_Slosh: // 1 - slosh
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if ( m_fSequenceFinished )
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SetSequence( seq_Slosh );
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break;
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case seq_ToRest: // 2 - to rest
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if ( m_fSequenceFinished )
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SetSequence( seq_Still );
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break;
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default:
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break;
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}
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}
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#define HEALTHSTATION_FULL 0
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#define HEALTHSTATION_EMPTY 1
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class CMdlWallHealth : public CActAnimating
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{
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public:
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void Spawn( );
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void Precache( void );
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void EXPORT Off(void);
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void EXPORT Recharge(void);
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void EXPORT ChargerThink( void );
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void KeyValue( KeyValueData *pkvd );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual int ObjectCaps( void ) { return (CActAnimating :: ObjectCaps() | FCAP_CONTINUOUS_USE) & ~FCAP_ACROSS_TRANSITION; }
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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void UpdateArm();
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void UpdateFluidTank();
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void TurnOff();
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static TYPEDESCRIPTION m_SaveData[];
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float m_flNextCharge, m_flStopCharge;
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int m_iReactivate ; // DeathMatch Delay until reactvated
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int m_iJuice;
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int m_iOn; // 0 = off, 1 = startup, 2 = going
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float m_flSoundTime;
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bool m_bStartUsing;
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int m_iRotValue;
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CBaseEntity *pEntity;
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CMdlWallHealthTank *pFluidTank;
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};
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TYPEDESCRIPTION CMdlWallHealth::m_SaveData[] =
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{
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DEFINE_FIELD( CMdlWallHealth, m_flNextCharge, FIELD_TIME),
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DEFINE_FIELD( CMdlWallHealth, m_flStopCharge, FIELD_TIME),
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DEFINE_FIELD( CMdlWallHealth, m_iReactivate, FIELD_INTEGER),
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DEFINE_FIELD( CMdlWallHealth, m_iJuice, FIELD_INTEGER),
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DEFINE_FIELD( CMdlWallHealth, m_iOn, FIELD_INTEGER),
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DEFINE_FIELD( CMdlWallHealth, m_iRotValue, FIELD_INTEGER ),
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DEFINE_FIELD( CMdlWallHealth, m_flSoundTime, FIELD_TIME),
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DEFINE_FIELD( CMdlWallHealth, m_bStartUsing, FIELD_BOOLEAN),
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DEFINE_FIELD( CMdlWallHealth, pFluidTank, FIELD_CLASSPTR ),
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DEFINE_FIELD( CMdlWallHealth, pEntity, FIELD_CLASSPTR ),
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};
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//FIXED: caused bugs after load because of incorrectly specified derivied class
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IMPLEMENT_SAVERESTORE( CMdlWallHealth, CActAnimating );
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LINK_ENTITY_TO_CLASS(item_healthcharger, CMdlWallHealth);
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void CMdlWallHealth::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 = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CActAnimating::KeyValue( pkvd );
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}
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void CMdlWallHealth::Spawn()
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{
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Precache( );
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pev->solid = SOLID_BBOX;
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pev->movetype = MOVETYPE_NONE; //PUSH;
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// UTIL_SetSize( pev, Vector(-7,-6,-27), Vector(7,6,27) ); //size(-20 -6 -27,20 6 27)
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UTIL_SetOrigin(pev, pev->origin); // set size and link into world
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UTIL_SetSize(pev, pev->mins, pev->maxs);
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SET_MODEL(ENT(pev), "models/health_charger_body.mdl" );
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m_iJuice = gSkillData.healthchargerCapacity;
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pev->frame = 0;
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pev->skin = HEALTHSTATION_FULL;
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InitBoneControllers();
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pFluidTank = CMdlWallHealthTank::CreateFluidTank( edict(), pev->origin);
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//pFluidTank->pev->origin = pev->origin;
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pFluidTank->pev->angles = pev->angles;
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int YVal = pev->angles.y;
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switch (YVal)
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{
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case 180:
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m_iRotValue = 0;
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break;
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case 270:
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m_iRotValue = -90;
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break;
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case 0:
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m_iRotValue = -180;
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break;
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case 90:
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m_iRotValue = -270;
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break;
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}
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// controller is -90...90
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// -90...90 - ang 180 use 0
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// 0..180 - ang 270 use -90
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// 90..270 - ang 0 use -180
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// 180..360 - ang 90 use -270
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SetSequence( seq_Inactive );
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SetThink(&CMdlWallHealth::ChargerThink);
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pev->nextthink = gpGlobals->time + 0.1;
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}
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void CMdlWallHealth::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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PRECACHE_MODEL("models/health_charger_body.mdl" );
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UTIL_PrecacheOther("item_healthchargertank");
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}
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void CMdlWallHealth::UpdateFluidTank( void )
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{
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pFluidTank->Update( m_iJuice );
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/*
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-11 - 0
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0 - 100
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|
|
|
m_iJuice - X
|
|
gSkillData.healthchargerCapacity - 100
|
|
|
|
25 - 50 (?)
|
|
50 - 100
|
|
25:50*100
|
|
|
|
m_iJuice div gSkillData.healthchargerCapacity * 100
|
|
-(10 - (m_iJuice div gSkillData.healthchargerCapacity * 10))
|
|
*/
|
|
}
|
|
|
|
void CMdlWallHealth::ChargerThink( void )
|
|
{
|
|
//ALERT( at_console, "WallHealth thinks!\n" );
|
|
//ALERT( at_console, "next = %f prev = %f\n", m_flNextCharge, m_flStopCharge );
|
|
//ALERT( at_console, "seq %d, on %d, juice %d\n", GetSequence(), m_iOn, m_iJuice );
|
|
|
|
StudioFrameAdvance();
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
Vector posGun, angGun;
|
|
Vector vecTarget, vecOut, angles;
|
|
float flDist;
|
|
|
|
if (m_bStartUsing == true)
|
|
if (m_flStopCharge >= gpGlobals->time)
|
|
{
|
|
SetSequence( seq_RetractShot );
|
|
pFluidTank->SetSequence( seq_ToRest );
|
|
m_flStopCharge = 0;
|
|
}
|
|
|
|
switch( GetSequence() )
|
|
{
|
|
case seq_Inactive: // inactive
|
|
{
|
|
if (pev->skin == HEALTHSTATION_EMPTY) // we're in "off" state
|
|
{
|
|
SetThink( NULL );
|
|
return;
|
|
}
|
|
|
|
// iterate on all entities in the vicinity.
|
|
CBaseEntity *pTmpEntity = NULL;
|
|
while ((pTmpEntity = UTIL_FindEntityInSphere( pTmpEntity, pev->origin, CHARGER_AWAKE_DISTANCE )) != NULL)
|
|
{
|
|
if (pTmpEntity->IsPlayer())
|
|
{
|
|
pEntity = pTmpEntity;
|
|
if (( pev->origin - pEntity->pev->origin).Length() <= CHARGER_AWAKE_DISTANCE )
|
|
{
|
|
SetSequence( seq_Deploy );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case seq_Deploy: // arm awakens
|
|
UpdateArm();
|
|
if ( m_fSequenceFinished )
|
|
SetSequence( seq_PrepShot );
|
|
break;
|
|
|
|
case seq_PrepShot: // we are waiting for player to use charger
|
|
flDist = ( pev->origin - pEntity->pev->origin).Length(); // CRASH IS HERE!!!!!!
|
|
//ALERT( at_console, "dist = %f\n", flDist );
|
|
|
|
if ( flDist > CHARGER_AWAKE_DISTANCE )
|
|
{
|
|
SetSequence( seq_RetractArm );
|
|
break;
|
|
}
|
|
UpdateArm();
|
|
// can be interruped from USE function which activates seq_GiveShot
|
|
|
|
break;
|
|
|
|
case seq_RetractArm:
|
|
if ( m_fSequenceFinished )
|
|
{
|
|
SetSequence( seq_Inactive );
|
|
pEntity = NULL;
|
|
} else
|
|
UpdateArm(); // possible fix???
|
|
break;
|
|
|
|
case seq_RetractShot: // stopped using
|
|
m_bStartUsing = false;
|
|
if ( m_fSequenceFinished )
|
|
SetSequence( seq_PrepShot );
|
|
break;
|
|
|
|
case seq_GiveShot: // started using
|
|
m_bStartUsing = false;
|
|
if ( m_fSequenceFinished )
|
|
{
|
|
m_bStartUsing = true;
|
|
SetSequence( seq_ShotIdle );
|
|
}
|
|
break;
|
|
|
|
case seq_ShotIdle: // in use
|
|
// give health here while USE is pressed
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
void CMdlWallHealth::UpdateArm()
|
|
{
|
|
Vector vecTarget = (pev->origin - pEntity->pev->origin).Normalize( );
|
|
Vector angles = UTIL_VecToAngles (vecTarget);
|
|
//ALERT( at_console, "angles = %f, %f, %f - %f\n", angles.x, angles.y, angles.z, angles.y / 180 );
|
|
if (angles.y > 180)
|
|
angles.y = angles.y - 360;
|
|
if (angles.y < -180)
|
|
angles.y = angles.y + 360;
|
|
|
|
// 180 - 100
|
|
// 90 - X (50)
|
|
// 50 = 90 * 100 / 180
|
|
// percent = desired degree * 100 / 180
|
|
// percent = desired degree / 180
|
|
|
|
// controller is -90...90
|
|
// -90...90 - 180 use 0
|
|
// 0..180 - 270 use -90
|
|
// 90..270 - 0 use -180
|
|
// 180..360(0) - 90 use
|
|
|
|
// pos = (end - start) * scalar + start
|
|
// pos = 180 * scalar - 90
|
|
SetBoneController(0, angles.y + m_iRotValue); //- 90); // +25 to the right
|
|
}
|
|
|
|
void CMdlWallHealth::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 (pev->skin == HEALTHSTATION_EMPTY) // already off
|
|
return;
|
|
|
|
// if there is no juice left, turn it off
|
|
if (m_iJuice <= 0)
|
|
{
|
|
TurnOff(); // do we need it there or in Off() ?
|
|
return;
|
|
}
|
|
|
|
// 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))))
|
|
{
|
|
if (m_flSoundTime <= gpGlobals->time)
|
|
{
|
|
m_flSoundTime = gpGlobals->time + 0.62;
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshotno1.wav", 1.0, ATTN_NORM );
|
|
}
|
|
return;
|
|
}
|
|
|
|
pFluidTank->StartUse();
|
|
pev->nextthink = gpGlobals->time + 0.25; // pev->ltime
|
|
SetThink(&CMdlWallHealth::Off);
|
|
|
|
// start the give shot sequence and do not use until it's finished
|
|
if (GetSequence() != seq_GiveShot)
|
|
if ( m_bStartUsing == false )
|
|
{
|
|
SetSequence( seq_GiveShot );
|
|
return;
|
|
}
|
|
|
|
// 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", 1.0, ATTN_NORM );
|
|
m_flSoundTime = 0.56 + gpGlobals->time;
|
|
}
|
|
if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->time))
|
|
{
|
|
m_iOn++;
|
|
EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/medcharge4.wav", 1.0, ATTN_NORM );
|
|
}
|
|
|
|
// charge the player
|
|
if ( pActivator->TakeHealth( 1, DMG_GENERIC ) )
|
|
{
|
|
m_iJuice--;
|
|
//pFluidTank->StartUse();
|
|
}
|
|
|
|
UpdateFluidTank();
|
|
|
|
// govern the rate of charge
|
|
m_flNextCharge = gpGlobals->time + 0.1;
|
|
}
|
|
|
|
void CMdlWallHealth::Recharge(void)
|
|
{
|
|
//if (pev->skin == HEALTHSTATION_EMPTY)
|
|
// return;
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM );
|
|
m_iJuice = gSkillData.healthchargerCapacity;
|
|
pev->skin = HEALTHSTATION_FULL; // set the active skin
|
|
SetThink( &CMdlWallHealth::ChargerThink );
|
|
}
|
|
|
|
void CMdlWallHealth::Off(void)
|
|
{
|
|
m_flStopCharge = gpGlobals->time + 0.25;
|
|
SetThink( &CMdlWallHealth::ChargerThink );
|
|
pev->nextthink = gpGlobals->time + 0.01;
|
|
|
|
// Stop looping sound.
|
|
if (m_iOn > 1)
|
|
STOP_SOUND( ENT(pev), CHAN_STATIC, "items/medcharge4.wav" );
|
|
|
|
m_iOn = 0;
|
|
|
|
if ((!m_iJuice) && ( ( m_iReactivate = g_pGameRules->FlHealthChargerRechargeTime() ) > 0) )
|
|
{
|
|
pev->nextthink = pev->ltime + m_iReactivate;
|
|
SetThink(&CMdlWallHealth::Recharge);
|
|
}
|
|
//else
|
|
// SetThink( &CMdlWallHealth::SUB_DoNothing );
|
|
}
|
|
|
|
void CMdlWallHealth::TurnOff( void )
|
|
{
|
|
pev->skin = HEALTHSTATION_EMPTY;
|
|
pFluidTank->SetSequence( seq_ToRest );
|
|
SetUse( NULL );
|
|
SetSequence( seq_RetractArm );
|
|
}
|