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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf2/tf_class_commando.cpp
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diff --git a/game/server/tf2/tf_class_commando.cpp b/game/server/tf2/tf_class_commando.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: The Commando Player Class
+//
+// $Workfile: $
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "tf_player.h"
+#include "tf_class_commando.h"
+#include "tf_vehicle_teleport_station.h"
+#include "EntityList.h"
+#include "basecombatweapon.h"
+#include "weapon_builder.h"
+#include "tf_obj.h"
+#include "tf_obj_rallyflag.h"
+#include "tf_team.h"
+#include "order_assist.h"
+#include "engine/IEngineSound.h"
+#include "weapon_twohandedcontainer.h"
+#include "weapon_combatshield.h"
+
+ConVar tf_knockdowntime( "tf_knockdowntime", "3", FCVAR_NONE, "Length of time knocked-down players remain on the ground." );
+
+// Adrenalin
+ConVar class_commando_speed( "class_commando_speed","200", FCVAR_NONE, "Commando movement speed." );
+ConVar class_commando_rush_length( "class_commando_rush_length","10", FCVAR_NONE, "Commando's adrenalin rush length in seconds." );
+ConVar class_commando_rush_recharge( "class_commando_rush_recharge","60", FCVAR_NONE, "Commando's adrenalin rush recharge time in seconds." );
+
+ConVar class_commando_battlecry_radius( "class_commando_battlecry_radius","512", FCVAR_NONE, "Commando's battlecry radius." );
+ConVar class_commando_battlecry_length( "class_commando_battlecry_length","10", FCVAR_NONE, "Length of adrenalin rush given by the Commando's battlecry in seconds." );
+
+//=============================================================================
+//
+// Commando Data Table
+//
+BEGIN_SEND_TABLE_NOBASE( CPlayerClassCommando, DT_PlayerClassCommandoData )
+ SendPropInt ( SENDINFO_STRUCTELEM( m_ClassData.m_bCanBullRush ), 1, SPROP_UNSIGNED ),
+ SendPropInt ( SENDINFO_STRUCTELEM( m_ClassData.m_bBullRush ), 1, SPROP_UNSIGNED ),
+ SendPropVector ( SENDINFO_STRUCTELEM( m_ClassData.m_vecBullRushDir ), -1, SPROP_COORD ),
+ SendPropVector ( SENDINFO_STRUCTELEM( m_ClassData.m_vecBullRushViewDir ), -1, SPROP_COORD ),
+ SendPropVector ( SENDINFO_STRUCTELEM( m_ClassData.m_vecBullRushViewGoalDir ), -1, SPROP_COORD ),
+ SendPropFloat ( SENDINFO_STRUCTELEM( m_ClassData.m_flBullRushTime ), 32, SPROP_NOSCALE ),
+ SendPropFloat ( SENDINFO_STRUCTELEM( m_ClassData.m_flDoubleTapForwardTime ), 32, SPROP_NOSCALE ),
+END_SEND_TABLE()
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : const char
+//-----------------------------------------------------------------------------
+const char *CPlayerClassCommando::GetClassModelString( int nTeam )
+{
+ if (nTeam == TEAM_HUMANS)
+ return "models/player/human_commando.mdl";
+ else
+ return "models/player/alien_commando.mdl";
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CPlayerClassCommando::CPlayerClassCommando( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass )
+{
+ for (int i = 0; i < MAX_TF_TEAMS; ++i)
+ {
+ SetClassModel( MAKE_STRING(GetClassModelString(i)), i );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CPlayerClassCommando::~CPlayerClassCommando()
+{
+ m_aHitPlayers.RemoveAll();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::ClassActivate( void )
+{
+ BaseClass::ClassActivate();
+
+ // Setup movement data.
+ SetupMoveData();
+
+ // Initialize the shared class data.
+ m_ClassData.m_bCanBullRush = false;
+ m_ClassData.m_bBullRush = false;
+ m_ClassData.m_vecBullRushDir.Init();
+ m_ClassData.m_vecBullRushViewDir.Init();
+ m_ClassData.m_vecBullRushViewGoalDir.Init();
+ m_ClassData.m_flBullRushTime = COMMANDO_TIME_INVALID;
+ m_ClassData.m_flDoubleTapForwardTime = COMMANDO_TIME_INVALID;
+
+ m_bCanRush = false;
+ m_bPersonalRush = false;
+ m_bHasBattlecry = false;
+ m_bCanBoot = false;
+ m_flNextBootCheck = 0.0f; // Time at which to recheck for the automatic melee attack
+ m_bOldBullRush = 0.0f;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::ClassDeactivate( void )
+{
+ m_hWpnShield = NULL;
+ m_hWpnPlasma = NULL;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::CreateClass( void )
+{
+ BaseClass::CreateClass();
+
+ // Create our two handed weapon layout
+ m_hWpnShield = m_pPlayer->GetCombatShield();
+
+ CWeaponTwoHandedContainer *p = ( CWeaponTwoHandedContainer * )m_pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" );
+ if ( !p )
+ {
+ p = static_cast< CWeaponTwoHandedContainer * >( m_pPlayer->GiveNamedItem( "weapon_twohandedcontainer" ) );
+ }
+
+ if ( p && m_hWpnShield.Get() )
+ {
+ m_hWpnShield->SetReflectViewModelAnimations( true );
+ p->SetWeapons( NULL, m_hWpnShield );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::RespawnClass( void )
+{
+ BaseClass::RespawnClass();
+
+ m_flNextBootCheck = 0;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Supply the player with Ammo. Return true if some ammo was given.
+//-----------------------------------------------------------------------------
+bool CPlayerClassCommando::ResupplyAmmo( float flFraction, ResupplyReason_t reason )
+{
+ bool bGiven = false;
+
+ if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_GRENADES_FROM_STATION))
+ {
+ if (ResupplyAmmoType( 3 * flFraction, "Grenades" ))
+ bGiven = true;
+ if (ResupplyAmmoType( 1, "RallyFlags" ))
+ bGiven = true;
+ if (ResupplyAmmoType( 3, "Rockets" ))
+ bGiven = true;
+ }
+
+ if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
+ {
+ if (ResupplyAmmoType( 3, "Rockets" ))
+ bGiven = true;
+ }
+
+ // On respawn, resupply base weapon ammo
+ if ( reason == RESUPPLY_RESPAWN )
+ {
+ }
+
+ if ( BaseClass::ResupplyAmmo(flFraction, reason) )
+ bGiven = true;
+
+ return bGiven;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Set commando class specific movement data here.
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::SetupMoveData( void )
+{
+ // Setup Class statistics
+ m_flMaxWalkingSpeed = class_commando_speed.GetFloat();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::SetupSizeData( void )
+{
+ // Initially set the player to the base player class standing hull size.
+ m_pPlayer->SetCollisionBounds( COMMANDOCLASS_HULL_STAND_MIN, COMMANDOCLASS_HULL_STAND_MAX );
+ m_pPlayer->SetViewOffset( COMMANDOCLASS_VIEWOFFSET_STAND );
+ m_pPlayer->m_Local.m_flStepSize = COMMANDOCLASS_STEPSIZE;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Return true if this player's allowed to build another one of the specified objects
+//-----------------------------------------------------------------------------
+int CPlayerClassCommando::CanBuild( int iObjectType )
+{
+ if ( iObjectType == OBJ_RALLYFLAG )
+ {
+ if ( !m_pPlayer->HasNamedTechnology( "com_obj_rallyflag" ) )
+ return CB_NOT_RESEARCHED;
+ }
+
+ return BaseClass::CanBuild( iObjectType );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Object has been built by this player
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::FinishedObject( CBaseObject *pObject )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Calculate the Commando's Adrenalin Rush from available technologies
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::CalculateRush( void )
+{
+ // Adrenalin Rush
+ if ( m_pPlayer->HasNamedTechnology( "com_adrenalin_rush" ) )
+ {
+ m_bCanRush = true;
+ }
+ else
+ {
+ m_bCanRush = false;
+ }
+
+ // Battlecry
+ m_bHasBattlecry = m_pPlayer->HasNamedTechnology( "com_adrenalin_battlecry" );
+
+ // Boot
+ // ROBIN: Removed for now
+ m_bCanBoot = false;//m_pPlayer->HasNamedTechnology( "com_automatic_boot" );
+
+ // Killing Rush
+ m_pPlayer->SetRampage( m_pPlayer->HasNamedTechnology( "com_adrenalin_rampage" ) );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Return true if the player is bullrushing.
+//-----------------------------------------------------------------------------
+bool CPlayerClassCommando::InBullRush( void )
+{
+ return m_ClassData.m_bBullRush;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Return true if the player's able to bull rush
+//-----------------------------------------------------------------------------
+bool CPlayerClassCommando::CanBullRush( void )
+{
+ return m_ClassData.m_bCanBullRush;
+}
+
+
+//-----------------------------------------------------------------------------
+// Should we take damage-based force?
+//-----------------------------------------------------------------------------
+bool CPlayerClassCommando::ShouldApplyDamageForce( const CTakeDamageInfo &info )
+{
+ return !InBullRush();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::BullRushTouch( CBaseEntity *pTouched )
+{
+ if ( pTouched->IsPlayer() && !pTouched->InSameTeam( m_pPlayer ) )
+ {
+ // Get the player.
+ CBaseTFPlayer *pTFPlayer = ( CBaseTFPlayer* )pTouched;
+
+ // Check to see if we have "touched" this player already this bullrush cycle.
+ if ( m_aHitPlayers.Find( pTFPlayer ) != -1 )
+ return;
+
+ // Hitting the player now.
+ m_aHitPlayers.AddToTail( pTFPlayer );
+
+ // ROBIN: Bullrush now instantly kills again
+ float flDamage = 200;
+ // Calculate the damage a player takes based on distance(time).
+ //float flDamage = 1.0f - ( ( COMMANDO_BULLRUSH_TIME - m_ClassData.m_flBullRushTime ) * ( 1.0f / COMMANDO_BULLRUSH_TIME ) );
+ //flDamage *= 115.0f; // max bullrush damage
+
+ const trace_t &tr = m_pPlayer->GetTouchTrace();
+ CTakeDamageInfo info( m_pPlayer, m_pPlayer, flDamage, DMG_CLUB, DMG_KILL_BULLRUSH );
+ CalculateMeleeDamageForce( &info, (tr.endpos - tr.startpos), tr.endpos );
+ pTFPlayer->TakeDamage( info );
+
+ CPASAttenuationFilter filter( m_pPlayer, "Commando.BullRushFlesh" );
+ CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BullRushFlesh" );
+
+ pTFPlayer->Touch( m_pPlayer );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: New technology has been gained. Recalculate any class specific technology dependencies.
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::GainedNewTechnology( CBaseTechnology *pTechnology )
+{
+ // Technology handling
+ CalculateRush();
+
+ BaseClass::GainedNewTechnology( pTechnology );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Called when we are about to bullrush.
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::PreBullRush( void )
+{
+ // Set the touch function to look for collisions!
+ SetClassTouch( m_pPlayer, BullRushTouch );
+
+ // Clear the player hit list.
+ m_aHitPlayers.RemoveAll();
+
+ // Start the bull rush sound.
+ CPASAttenuationFilter filter( m_pPlayer, "Commando.BullRushScream" );
+ filter.MakeReliable();
+ CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BullRushScream" );
+
+ // Force the shield down, if it is up.
+ CWeaponTwoHandedContainer *pContainer = dynamic_cast<CWeaponTwoHandedContainer*>( m_pPlayer->GetActiveWeapon() );
+ if ( pContainer )
+ {
+ CWeaponCombatShield *pShield = dynamic_cast<CWeaponCombatShield*>( pContainer->GetRightWeapon() );
+ if ( pShield )
+ {
+ pShield->SetShieldUsable( false );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Called when we finish bullrushing.
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::PostBullRush( void )
+{
+ SetClassTouch( m_pPlayer, NULL );
+
+ // Force the shield down, if it is up.
+ CWeaponTwoHandedContainer *pContainer = dynamic_cast<CWeaponTwoHandedContainer*>( m_pPlayer->GetActiveWeapon() );
+ if ( pContainer )
+ {
+ CWeaponCombatShield *pShield = dynamic_cast<CWeaponCombatShield*>( pContainer->GetRightWeapon() );
+ if ( pShield )
+ {
+ pShield->SetShieldUsable( true );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Called every frame by postthink
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::ClassThink( void )
+{
+ // Check bullrush
+ m_ClassData.m_bCanBullRush = true;
+
+ // Do the init thing here!
+ if ( m_bOldBullRush != m_ClassData.m_bBullRush )
+ {
+ if ( m_ClassData.m_bBullRush )
+ {
+ PreBullRush();
+ }
+ else
+ {
+ PostBullRush();
+ }
+
+ m_bOldBullRush = (bool)m_ClassData.m_bBullRush;
+ }
+
+ // Check for melee attack
+ if ( m_bCanBoot && m_pPlayer->IsAlive() && m_flNextBootCheck < gpGlobals->curtime )
+ {
+ m_flNextBootCheck = gpGlobals->curtime + 0.2;
+
+ CBaseEntity *pEntity = NULL;
+ Vector vecSrc = m_pPlayer->Weapon_ShootPosition( );
+ Vector vecDir = m_pPlayer->BodyDirection2D( );
+ Vector vecTarget = vecSrc + (vecDir * 48);
+ for ( CEntitySphereQuery sphere( vecTarget, 16 ); pEntity = sphere.GetCurrentEntity(); sphere.NextEntity() )
+ {
+ if ( pEntity->IsPlayer() && (pEntity != m_pPlayer) )
+ {
+ CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pEntity;
+ // Target needs to be on the enemy team
+ if ( !pPlayer->IsClass( TFCLASS_UNDECIDED ) && pPlayer->IsAlive() && pPlayer->InSameTeam( m_pPlayer ) == false )
+ {
+ Boot( pPlayer );
+ m_flNextBootCheck = gpGlobals->curtime + 1.5;
+ }
+ }
+ }
+ }
+
+ BaseClass::ClassThink();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::StartAdrenalinRush( void )
+{
+ // Am I actually alive?
+ if ( !m_pPlayer->IsAlive() )
+ return;
+
+ // Do I have rush capability?
+ if ( !m_bCanRush )
+ return;
+
+ m_bPersonalRush = true;
+
+ // Start adrenalin rushing
+ m_pPlayer->AttemptToPowerup( POWERUP_RUSH, class_commando_rush_length.GetFloat() );
+
+ // If I have battlecry, adrenalin up all my nearby teammates
+ if ( m_bHasBattlecry )
+ {
+ // Find nearby teammates
+ for ( int i = 0; i < m_pPlayer->GetTFTeam()->GetNumPlayers(); i++ )
+ {
+ CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)m_pPlayer->GetTFTeam()->GetPlayer(i);
+ assert(pPlayer);
+
+ // Is it within range?
+ if ( pPlayer != m_pPlayer && (pPlayer->GetAbsOrigin() - m_pPlayer->GetAbsOrigin()).Length() < class_commando_battlecry_radius.GetFloat() )
+ {
+ // Can I see it?
+ trace_t tr;
+ UTIL_TraceLine( m_pPlayer->EyePosition(), pPlayer->EyePosition(), MASK_SOLID_BRUSHONLY, m_pPlayer, COLLISION_GROUP_NONE, &tr);
+ CBaseEntity *pEntity = tr.m_pEnt;
+ if ( (tr.fraction == 1.0) || ( pEntity == pPlayer ) )
+ {
+ pPlayer->AttemptToPowerup( POWERUP_RUSH, class_commando_battlecry_length.GetFloat() );
+ }
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Automatic Melee Attack
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::Boot( CBaseTFPlayer *pTarget )
+{
+ CPASAttenuationFilter filter( m_pPlayer, "Commando.BootSwing" );
+
+ CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BootSwing" );
+ CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BootHit" );
+
+ // Damage the target
+ CTakeDamageInfo info( m_pPlayer, m_pPlayer, 25, DMG_CLUB );
+ CalculateMeleeDamageForce( &info, (pTarget->GetAbsOrigin() - m_pPlayer->GetAbsOrigin()), pTarget->GetAbsOrigin() );
+ pTarget->TakeDamage( info );
+
+ Vector vecForward;
+ AngleVectors( m_pPlayer->GetLocalAngles(), &vecForward );
+ // Give it a lot of "in the air"
+ vecForward.z = MAX( 0.8, vecForward.z );
+ VectorNormalize( vecForward );
+
+ // Knock the target to the ground for a few seconds (use default duration)
+ pTarget->KnockDownPlayer( vecForward, 500.0f, tf_knockdowntime.GetFloat() );
+
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Handle custom commands for this playerclass
+//-----------------------------------------------------------------------------
+bool CPlayerClassCommando::ClientCommand( const char *pcmd )
+{
+ return BaseClass::ClientCommand( pcmd );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::SetPlayerHull( void )
+{
+ if ( m_pPlayer->GetFlags() & FL_DUCKING )
+ {
+ m_pPlayer->SetCollisionBounds( COMMANDOCLASS_HULL_DUCK_MIN, COMMANDOCLASS_HULL_DUCK_MAX );
+ }
+ else
+ {
+ m_pPlayer->SetCollisionBounds( COMMANDOCLASS_HULL_STAND_MIN, COMMANDOCLASS_HULL_STAND_MAX );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax )
+{
+ if ( bDucking )
+ {
+ VectorCopy( COMMANDOCLASS_HULL_DUCK_MIN, vecMin );
+ VectorCopy( COMMANDOCLASS_HULL_DUCK_MAX, vecMax );
+ }
+ else
+ {
+ VectorCopy( COMMANDOCLASS_HULL_STAND_MIN, vecMin );
+ VectorCopy( COMMANDOCLASS_HULL_STAND_MAX, vecMax );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::CreatePersonalOrder( void )
+{
+ if ( CreateInitialOrder() )
+ return;
+
+ if ( COrderAssist::CreateOrder( this ) )
+ return;
+
+ BaseClass::CreatePersonalOrder();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::ResetViewOffset( void )
+{
+ if ( m_pPlayer )
+ {
+ m_pPlayer->SetViewOffset( COMMANDOCLASS_VIEWOFFSET_STAND );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassCommando::InitVCollision( void )
+{
+ CPhysCollide *pStandModel = PhysCreateBbox( COMMANDOCLASS_HULL_STAND_MIN, COMMANDOCLASS_HULL_STAND_MAX );
+ CPhysCollide *pCrouchModel = PhysCreateBbox( COMMANDOCLASS_HULL_DUCK_MIN, COMMANDOCLASS_HULL_DUCK_MAX );
+ m_pPlayer->SetupVPhysicsShadow( pStandModel, "tfplayer_commando_stand", pCrouchModel, "tfplayer_commando_crouch" );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CPlayerClassCommando::CanGetInVehicle( void )
+{
+ if ( InBullRush() )
+ return false;
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CPlayerClassCommando::ClassCostAdjustment( ResupplyBuyType_t nType )
+{
+ int nCost = 0;
+ if ( nType != RESUPPLY_BUY_HEALTH )
+ {
+ nCost = RESUPPLY_ROCKET_COST;
+ }
+
+ return nCost;
+}