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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_obj_selfheal.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/tf2/tf_obj_selfheal.cpp')
-rw-r--r--game/server/tf2/tf_obj_selfheal.cpp112
1 files changed, 112 insertions, 0 deletions
diff --git a/game/server/tf2/tf_obj_selfheal.cpp b/game/server/tf2/tf_obj_selfheal.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Upgrade that heals the object over time
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "tf_player.h"
+#include "tf_team.h"
+#include "tf_gamerules.h"
+#include "tf_obj.h"
+#include "tf_obj_selfheal.h"
+#include "ndebugoverlay.h"
+
+// ------------------------------------------------------------------------ //
+// Self Heal defines
+#define SELFHEAL_MINS Vector(-10, -10, 0)
+#define SELFHEAL_MAXS Vector( 10, 10, 10)
+#define SELFHEAL_MODEL "models/objects/obj_selfheal.mdl"
+
+BEGIN_DATADESC( CObjectSelfHeal )
+
+ DEFINE_THINKFUNC( SelfHealThink ),
+
+END_DATADESC()
+
+IMPLEMENT_SERVERCLASS_ST(CObjectSelfHeal, DT_ObjectSelfHeal)
+END_SEND_TABLE();
+
+LINK_ENTITY_TO_CLASS(obj_selfheal, CObjectSelfHeal);
+PRECACHE_REGISTER(obj_selfheal);
+
+ConVar obj_selfheal_health( "obj_selfheal_health","100", FCVAR_NONE, "Self-Heal health" );
+ConVar obj_selfheal_rate( "obj_selfheal_rate","1.0", FCVAR_NONE, "Rate at which the Self-Heal object repairs it's parent" );
+ConVar obj_selfheal_amount( "obj_selfheal_amount","3", FCVAR_NONE, "Amount of health healed by a Self-Heal object per tick" );
+
+#define SELFHEAL_THINK_CONTEXT "SelfHealThink"
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CObjectSelfHeal::CObjectSelfHeal()
+{
+ UseClientSideAnimation();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CObjectSelfHeal::Spawn()
+{
+ Precache();
+ SetModel( SELFHEAL_MODEL );
+ SetCollisionGroup( TFCOLLISION_GROUP_COMBATOBJECT );
+
+ UTIL_SetSize(this, SELFHEAL_MINS, SELFHEAL_MAXS);
+ m_takedamage = DAMAGE_YES;
+ m_iHealth = obj_selfheal_health.GetInt();
+
+ SetType( OBJ_SELFHEAL );
+ m_fObjectFlags |= OF_SUPPRESS_NOTIFY_UNDER_ATTACK | OF_SUPPRESS_TECH_ANALYZER |
+ OF_DONT_AUTO_REPAIR | OF_MUST_BE_BUILT_ON_ATTACHMENT;
+
+ BaseClass::Spawn();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CObjectSelfHeal::Precache()
+{
+ PrecacheModel( SELFHEAL_MODEL );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CObjectSelfHeal::FinishedBuilding( void )
+{
+ BaseClass::FinishedBuilding();
+
+ SetContextThink( SelfHealThink, gpGlobals->curtime + obj_selfheal_rate.GetFloat(), SELFHEAL_THINK_CONTEXT );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Heal the object I'm attached to
+//-----------------------------------------------------------------------------
+void CObjectSelfHeal::SelfHealThink( void )
+{
+ if ( !GetTeam() )
+ return;
+
+ CBaseObject *pObject = GetParentObject();
+ if ( !pObject )
+ {
+ Killed();
+ return;
+ }
+
+ SetNextThink( gpGlobals->curtime + obj_selfheal_rate.GetFloat(), SELFHEAL_THINK_CONTEXT );
+
+ // Don't heal if we've been EMPed
+ if ( HasPowerup( POWERUP_EMP ) )
+ return;
+
+ // Don't bring objects back from the dead
+ if ( !pObject->IsAlive() || pObject->IsDying() )
+ return;
+
+ // Repair our parent if it's hurt
+ pObject->Repair( obj_selfheal_amount.GetFloat() );
+}