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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl1/hl1_func_recharge.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/hl1/hl1_func_recharge.cpp')
| -rw-r--r-- | game/server/hl1/hl1_func_recharge.cpp | 239 |
1 files changed, 239 insertions, 0 deletions
diff --git a/game/server/hl1/hl1_func_recharge.cpp b/game/server/hl1/hl1_func_recharge.cpp new file mode 100644 index 0000000..d27b5bf --- /dev/null +++ b/game/server/hl1/hl1_func_recharge.cpp @@ -0,0 +1,239 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +/* + +===== h_battery.cpp ======================================================== + + battery-related code + +*/ + +#include "cbase.h" +#include "gamerules.h" +#include "player.h" +#include "engine/IEngineSound.h" +#include "in_buttons.h" + +ConVar sk_suitcharger( "sk_suitcharger","0" ); +#define HL1_MAX_ARMOR 100 + +class CRecharge : public CBaseToggle +{ +public: + DECLARE_CLASS( CRecharge, CBaseToggle ); + + void Spawn( ); + + virtual void Precache(); + + bool CreateVPhysics(); + void Off(void); + void Recharge(void); + bool KeyValue( const char *szKeyName, const char *szValue ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() | m_iCaps ); } + + DECLARE_DATADESC(); + + float m_flNextCharge; + int m_iReactivate ; // DeathMatch Delay until reactvated + int m_iJuice; + int m_iOn; // 0 = off, 1 = startup, 2 = going + float m_flSoundTime; + + int m_iCaps; + + COutputFloat m_OutRemainingCharge; +}; + +BEGIN_DATADESC( CRecharge ) + + DEFINE_FIELD( m_flNextCharge, FIELD_TIME ), + DEFINE_FIELD( m_iReactivate, FIELD_INTEGER), + DEFINE_FIELD( m_iJuice, FIELD_INTEGER), + DEFINE_FIELD( m_iOn, FIELD_INTEGER), + DEFINE_FIELD( m_flSoundTime, FIELD_TIME ), + DEFINE_FIELD( m_iCaps, FIELD_INTEGER ), + + // Function Pointers + DEFINE_FUNCTION( Off ), + DEFINE_FUNCTION( Recharge ), + + DEFINE_OUTPUT(m_OutRemainingCharge, "OutRemainingCharge"), + +END_DATADESC() + + +LINK_ENTITY_TO_CLASS(func_recharge, CRecharge); + + +bool CRecharge::KeyValue( const char *szKeyName, const char *szValue ) +{ + if ( FStrEq(szKeyName, "style") || + FStrEq(szKeyName, "height") || + FStrEq(szKeyName, "value1") || + FStrEq(szKeyName, "value2") || + FStrEq(szKeyName, "value3")) + { + } + else if (FStrEq(szKeyName, "dmdelay")) + { + m_iReactivate = atoi(szValue); + } + else + return BaseClass::KeyValue( szKeyName, szValue ); + + return true; +} + +void CRecharge::Spawn() +{ + Precache( ); + + SetSolid( SOLID_BSP ); + SetMoveType( MOVETYPE_PUSH ); + + SetModel( STRING( GetModelName() ) ); + m_iJuice = sk_suitcharger.GetFloat(); + SetTextureFrameIndex( 0 ); + + m_iCaps = FCAP_CONTINUOUS_USE; + + CreateVPhysics(); +} + +void CRecharge::Precache() +{ + BaseClass::Precache(); + + PrecacheScriptSound( "SuitRecharge.Deny" ); + PrecacheScriptSound( "SuitRecharge.Start" ); + PrecacheScriptSound( "SuitRecharge.ChargingLoop" ); +} + +bool CRecharge::CreateVPhysics() +{ + VPhysicsInitStatic(); + return true; +} + +void CRecharge::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; + + CBasePlayer *pPlayer = dynamic_cast<CBasePlayer *>( pActivator ); + + if ( pPlayer == NULL ) + return; + + // Reset to a state of continuous use. + m_iCaps = FCAP_CONTINUOUS_USE; + + // if there is no juice left, turn it off + if (m_iJuice <= 0) + { + SetTextureFrameIndex( 1 ); + Off(); + } + + // if the player doesn't have the suit, or there is no juice left, make the deny noise + if ( m_iJuice <= 0 ) + { + if (m_flSoundTime <= gpGlobals->curtime) + { + m_flSoundTime = gpGlobals->curtime + 0.62; + EmitSound( "SuitRecharge.Deny" ); + } + return; + } + + // If we're over our limit, debounce our keys + if ( pPlayer->ArmorValue() >= HL1_MAX_ARMOR) + { + // Make the user re-use me to get started drawing health. + pPlayer->m_afButtonPressed &= ~IN_USE; + m_iCaps = FCAP_IMPULSE_USE; + + EmitSound( "SuitRecharge.Deny" ); + return; + } + + SetNextThink( gpGlobals->curtime + 0.25 ); + SetThink(&CRecharge::Off); + + // Time to recharge yet? + + if (m_flNextCharge >= gpGlobals->curtime) + return; + + m_hActivator = pActivator; + + + // Play the on sound or the looping charging sound + if (!m_iOn) + { + m_iOn++; + EmitSound( "SuitRecharge.Start" ); + m_flSoundTime = 0.56 + gpGlobals->curtime; + } + if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->curtime)) + { + m_iOn++; + CPASAttenuationFilter filter( this, "SuitRecharge.ChargingLoop" ); + filter.MakeReliable(); + EmitSound( filter, entindex(), "SuitRecharge.ChargingLoop" ); + } + + CBasePlayer *pl = (CBasePlayer *) m_hActivator.Get(); + + // charge the player + if (pl->ArmorValue() < HL1_MAX_ARMOR) + { + m_iJuice--; + pl->IncrementArmorValue( 1, HL1_MAX_ARMOR ); + } + + // Send the output. + float flRemaining = m_iJuice / sk_suitcharger.GetFloat(); + m_OutRemainingCharge.Set(flRemaining, pActivator, this); + + // govern the rate of charge + m_flNextCharge = gpGlobals->curtime + 0.1; +} + +void CRecharge::Recharge(void) +{ + m_iJuice = sk_suitcharger.GetFloat(); + SetTextureFrameIndex( 0 ); + SetThink( &CBaseEntity::SUB_DoNothing ); +} + +void CRecharge::Off(void) +{ + // Stop looping sound. + if (m_iOn > 1) + { + StopSound( "SuitRecharge.ChargingLoop" ); + } + + m_iOn = 0; + + if ((!m_iJuice) && ( ( m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime() ) > 0) ) + { + SetNextThink( gpGlobals->curtime + m_iReactivate ); + SetThink(&CRecharge::Recharge); + } + else + SetThink( NULL ); +}
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