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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/hl2/func_recharge.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/hl2/func_recharge.cpp')
-rw-r--r--mp/src/game/server/hl2/func_recharge.cpp777
1 files changed, 777 insertions, 0 deletions
diff --git a/mp/src/game/server/hl2/func_recharge.cpp b/mp/src/game/server/hl2/func_recharge.cpp
new file mode 100644
index 00000000..91d33ff5
--- /dev/null
+++ b/mp/src/game/server/hl2/func_recharge.cpp
@@ -0,0 +1,777 @@
+//========= 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"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+static ConVar sk_suitcharger( "sk_suitcharger","0" );
+static ConVar sk_suitcharger_citadel( "sk_suitcharger_citadel","0" );
+static ConVar sk_suitcharger_citadel_maxarmor( "sk_suitcharger_citadel_maxarmor","0" );
+
+#define SF_CITADEL_RECHARGER 0x2000
+#define SF_KLEINER_RECHARGER 0x4000 // Gives only 25 health
+
+class CRecharge : public CBaseToggle
+{
+public:
+ DECLARE_CLASS( CRecharge, CBaseToggle );
+
+ void Spawn( );
+ bool CreateVPhysics();
+ int DrawDebugTextOverlays(void);
+ 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() | FCAP_CONTINUOUS_USE); }
+
+private:
+ void InputRecharge( inputdata_t &inputdata );
+
+ float MaxJuice() const;
+ void UpdateJuice( int newJuice );
+
+ 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_nState;
+
+ COutputFloat m_OutRemainingCharge;
+ COutputEvent m_OnHalfEmpty;
+ COutputEvent m_OnEmpty;
+ COutputEvent m_OnFull;
+ COutputEvent m_OnPlayerUse;
+};
+
+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_nState, FIELD_INTEGER ),
+
+ // Function Pointers
+ DEFINE_FUNCTION( Off ),
+ DEFINE_FUNCTION( Recharge ),
+
+ DEFINE_OUTPUT(m_OutRemainingCharge, "OutRemainingCharge"),
+ DEFINE_OUTPUT(m_OnHalfEmpty, "OnHalfEmpty" ),
+ DEFINE_OUTPUT(m_OnEmpty, "OnEmpty" ),
+ DEFINE_OUTPUT(m_OnFull, "OnFull" ),
+ DEFINE_OUTPUT(m_OnPlayerUse, "OnPlayerUse" ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Recharge", InputRecharge ),
+
+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() ) );
+
+ UpdateJuice( MaxJuice() );
+
+ m_nState = 0;
+
+ CreateVPhysics();
+}
+
+bool CRecharge::CreateVPhysics()
+{
+ VPhysicsInitStatic();
+ return true;
+}
+
+int CRecharge::DrawDebugTextOverlays(void)
+{
+ int text_offset = BaseClass::DrawDebugTextOverlays();
+
+ if (m_debugOverlays & OVERLAY_TEXT_BIT)
+ {
+ char tempstr[512];
+ Q_snprintf(tempstr,sizeof(tempstr),"Charge left: %i", m_iJuice );
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+ }
+ return text_offset;
+}
+
+
+//-----------------------------------------------------------------------------
+// Max juice for recharger
+//-----------------------------------------------------------------------------
+float CRecharge::MaxJuice() const
+{
+ if ( HasSpawnFlags( SF_CITADEL_RECHARGER ) )
+ {
+ return sk_suitcharger_citadel.GetFloat();
+ }
+
+ return sk_suitcharger.GetFloat();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : newJuice -
+//-----------------------------------------------------------------------------
+void CRecharge::UpdateJuice( int newJuice )
+{
+ bool reduced = newJuice < m_iJuice;
+ if ( reduced )
+ {
+ // Fire 1/2 way output and/or empyt output
+ int oneHalfJuice = (int)(MaxJuice() * 0.5f);
+ if ( newJuice <= oneHalfJuice && m_iJuice > oneHalfJuice )
+ {
+ m_OnHalfEmpty.FireOutput( this, this );
+ }
+
+ if ( newJuice <= 0 )
+ {
+ m_OnEmpty.FireOutput( this, this );
+ }
+ }
+ else if ( newJuice != m_iJuice &&
+ newJuice == (int)MaxJuice() )
+ {
+ m_OnFull.FireOutput( this, this );
+ }
+ m_iJuice = newJuice;
+}
+
+void CRecharge::InputRecharge( inputdata_t &inputdata )
+{
+ Recharge();
+}
+
+void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ // if it's not a player, ignore
+ if ( !pActivator || !pActivator->IsPlayer() )
+ return;
+
+ // Only usable if you have the HEV suit on
+ if ( !((CBasePlayer *)pActivator)->IsSuitEquipped() )
+ {
+ if (m_flSoundTime <= gpGlobals->curtime)
+ {
+ m_flSoundTime = gpGlobals->curtime + 0.62;
+ EmitSound( "SuitRecharge.Deny" );
+ }
+ return;
+ }
+
+ // if there is no juice left, turn it off
+ if (m_iJuice <= 0)
+ {
+ m_nState = 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;
+ }
+
+ SetNextThink( gpGlobals->curtime + 0.25 );
+ SetThink(&CRecharge::Off);
+
+ // Time to recharge yet?
+ if (m_flNextCharge >= gpGlobals->curtime)
+ return;
+
+ // Make sure that we have a caller
+ if (!pActivator)
+ return;
+
+ m_hActivator = pActivator;
+
+ //only recharge the player
+
+ if (!m_hActivator->IsPlayer() )
+ return;
+
+ // Play the on sound or the looping charging sound
+ if (!m_iOn)
+ {
+ m_iOn++;
+ EmitSound( "SuitRecharge.Start" );
+ m_flSoundTime = 0.56 + gpGlobals->curtime;
+
+ m_OnPlayerUse.FireOutput( pActivator, this );
+ }
+
+ 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
+ int nMaxArmor = 100;
+ int nIncrementArmor = 1;
+ if ( HasSpawnFlags( SF_CITADEL_RECHARGER ) )
+ {
+ nMaxArmor = sk_suitcharger_citadel_maxarmor.GetInt();
+ nIncrementArmor = 10;
+
+ // Also give health for the citadel version.
+ if( pActivator->GetHealth() < pActivator->GetMaxHealth() )
+ {
+ pActivator->TakeHealth( 5, DMG_GENERIC );
+ }
+ }
+
+ if (pl->ArmorValue() < nMaxArmor)
+ {
+ UpdateJuice( m_iJuice - nIncrementArmor );
+ pl->IncrementArmorValue( nIncrementArmor, nMaxArmor );
+ }
+
+ // Send the output.
+ float flRemaining = m_iJuice / MaxJuice();
+ m_OutRemainingCharge.Set(flRemaining, pActivator, this);
+
+ // govern the rate of charge
+ m_flNextCharge = gpGlobals->curtime + 0.1;
+}
+
+void CRecharge::Recharge(void)
+{
+ UpdateJuice( MaxJuice() );
+ m_nState = 0;
+ SetThink( &CRecharge::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 );
+ }
+}
+
+
+//NEW
+class CNewRecharge : public CBaseAnimating
+{
+public:
+ DECLARE_CLASS( CNewRecharge, CBaseAnimating );
+
+ void Spawn( );
+ bool CreateVPhysics();
+ int DrawDebugTextOverlays(void);
+ 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 ); }
+
+ void SetInitialCharge( void );
+
+private:
+ void InputRecharge( inputdata_t &inputdata );
+ void InputSetCharge( inputdata_t &inputdata );
+ float MaxJuice() const;
+ void UpdateJuice( int newJuice );
+ void Precache( void );
+
+ 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_nState;
+ int m_iCaps;
+ int m_iMaxJuice;
+
+ COutputFloat m_OutRemainingCharge;
+ COutputEvent m_OnHalfEmpty;
+ COutputEvent m_OnEmpty;
+ COutputEvent m_OnFull;
+ COutputEvent m_OnPlayerUse;
+
+ virtual void StudioFrameAdvance ( void );
+ float m_flJuice;
+};
+
+BEGIN_DATADESC( CNewRecharge )
+
+ 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_nState, FIELD_INTEGER ),
+ DEFINE_FIELD( m_iCaps, FIELD_INTEGER ),
+ DEFINE_FIELD( m_iMaxJuice, FIELD_INTEGER ),
+
+ // Function Pointers
+ DEFINE_FUNCTION( Off ),
+ DEFINE_FUNCTION( Recharge ),
+
+ DEFINE_OUTPUT(m_OutRemainingCharge, "OutRemainingCharge"),
+ DEFINE_OUTPUT(m_OnHalfEmpty, "OnHalfEmpty" ),
+ DEFINE_OUTPUT(m_OnEmpty, "OnEmpty" ),
+ DEFINE_OUTPUT(m_OnFull, "OnFull" ),
+ DEFINE_OUTPUT(m_OnPlayerUse, "OnPlayerUse" ),
+ DEFINE_FIELD( m_flJuice, FIELD_FLOAT ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Recharge", InputRecharge ),
+ DEFINE_INPUTFUNC( FIELD_INTEGER, "SetCharge", InputSetCharge ),
+
+END_DATADESC()
+
+
+LINK_ENTITY_TO_CLASS( item_suitcharger, CNewRecharge);
+
+#define HEALTH_CHARGER_MODEL_NAME "models/props_combine/suit_charger001.mdl"
+#define CHARGE_RATE 0.25f
+#define CHARGES_PER_SECOND 1 / CHARGE_RATE
+#define CITADEL_CHARGES_PER_SECOND 10 / CHARGE_RATE
+#define CALLS_PER_SECOND 7.0f * CHARGES_PER_SECOND
+
+
+bool CNewRecharge::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 CNewRecharge::Precache( void )
+{
+ PrecacheModel( HEALTH_CHARGER_MODEL_NAME );
+
+ PrecacheScriptSound( "SuitRecharge.Deny" );
+ PrecacheScriptSound( "SuitRecharge.Start" );
+ PrecacheScriptSound( "SuitRecharge.ChargingLoop" );
+
+}
+
+void CNewRecharge::SetInitialCharge( void )
+{
+ if ( HasSpawnFlags( SF_KLEINER_RECHARGER ) )
+ {
+ // The charger in Kleiner's lab.
+ m_iMaxJuice = 25.0f;
+ return;
+ }
+
+ if ( HasSpawnFlags( SF_CITADEL_RECHARGER ) )
+ {
+ m_iMaxJuice = sk_suitcharger_citadel.GetFloat();
+ return;
+ }
+
+ m_iMaxJuice = sk_suitcharger.GetFloat();
+}
+
+void CNewRecharge::Spawn()
+{
+ Precache( );
+
+ SetMoveType( MOVETYPE_NONE );
+ SetSolid( SOLID_VPHYSICS );
+ CreateVPhysics();
+
+ SetModel( HEALTH_CHARGER_MODEL_NAME );
+ AddEffects( EF_NOSHADOW );
+
+ ResetSequence( LookupSequence( "idle" ) );
+
+ SetInitialCharge();
+
+ UpdateJuice( MaxJuice() );
+
+ m_nState = 0;
+ m_iCaps = FCAP_CONTINUOUS_USE;
+
+ CreateVPhysics();
+
+ m_flJuice = m_iJuice;
+
+ m_iReactivate = 0;
+
+ SetCycle( 1.0f - ( m_flJuice / MaxJuice() ) );
+}
+
+bool CNewRecharge::CreateVPhysics()
+{
+ VPhysicsInitStatic();
+ return true;
+}
+
+int CNewRecharge::DrawDebugTextOverlays(void)
+{
+ int text_offset = BaseClass::DrawDebugTextOverlays();
+
+ if (m_debugOverlays & OVERLAY_TEXT_BIT)
+ {
+ char tempstr[512];
+ Q_snprintf(tempstr,sizeof(tempstr),"Charge left: %i", m_iJuice );
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+ }
+ return text_offset;
+}
+
+void CNewRecharge::StudioFrameAdvance( void )
+{
+ m_flPlaybackRate = 0;
+
+ float flMaxJuice = MaxJuice() + 0.1f;
+ float flNewJuice = 1.0f - (float)( m_flJuice / flMaxJuice );
+
+ SetCycle( flNewJuice );
+// Msg( "Cycle: %f - Juice: %d - m_flJuice :%f - Interval: %f\n", (float)GetCycle(), (int)m_iJuice, (float)m_flJuice, GetAnimTimeInterval() );
+
+ if ( !m_flPrevAnimTime )
+ {
+ m_flPrevAnimTime = gpGlobals->curtime;
+ }
+
+ // Latch prev
+ m_flPrevAnimTime = m_flAnimTime;
+ // Set current
+ m_flAnimTime = gpGlobals->curtime;
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Max juice for recharger
+//-----------------------------------------------------------------------------
+float CNewRecharge::MaxJuice() const
+{
+ return m_iMaxJuice;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : newJuice -
+//-----------------------------------------------------------------------------
+void CNewRecharge::UpdateJuice( int newJuice )
+{
+ bool reduced = newJuice < m_iJuice;
+ if ( reduced )
+ {
+ // Fire 1/2 way output and/or empyt output
+ int oneHalfJuice = (int)(MaxJuice() * 0.5f);
+ if ( newJuice <= oneHalfJuice && m_iJuice > oneHalfJuice )
+ {
+ m_OnHalfEmpty.FireOutput( this, this );
+ }
+
+ if ( newJuice <= 0 )
+ {
+ m_OnEmpty.FireOutput( this, this );
+ }
+ }
+ else if ( newJuice != m_iJuice &&
+ newJuice == (int)MaxJuice() )
+ {
+ m_OnFull.FireOutput( this, this );
+ }
+ m_iJuice = newJuice;
+}
+
+void CNewRecharge::InputRecharge( inputdata_t &inputdata )
+{
+ Recharge();
+}
+
+void CNewRecharge::InputSetCharge( inputdata_t &inputdata )
+{
+ ResetSequence( LookupSequence( "idle" ) );
+
+ int iJuice = inputdata.value.Int();
+
+ m_flJuice = m_iMaxJuice = m_iJuice = iJuice;
+ StudioFrameAdvance();
+}
+
+void CNewRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ // if it's not a player, ignore
+ if ( !pActivator || !pActivator->IsPlayer() )
+ return;
+
+ CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pActivator);
+
+ // Reset to a state of continuous use.
+ m_iCaps = FCAP_CONTINUOUS_USE;
+
+ if ( m_iOn )
+ {
+ float flCharges = CHARGES_PER_SECOND;
+ float flCalls = CALLS_PER_SECOND;
+
+ if ( HasSpawnFlags( SF_CITADEL_RECHARGER ) )
+ flCharges = CITADEL_CHARGES_PER_SECOND;
+
+ m_flJuice -= flCharges / flCalls;
+ StudioFrameAdvance();
+ }
+
+ // Only usable if you have the HEV suit on
+ if ( !pPlayer->IsSuitEquipped() )
+ {
+ if (m_flSoundTime <= gpGlobals->curtime)
+ {
+ m_flSoundTime = gpGlobals->curtime + 0.62;
+ EmitSound( "SuitRecharge.Deny" );
+ }
+ return;
+ }
+
+ // if there is no juice left, turn it off
+ if ( m_iJuice <= 0 )
+ {
+ // Start our deny animation over again
+ ResetSequence( LookupSequence( "emptyclick" ) );
+
+ m_nState = 1;
+
+ // Shut off
+ Off();
+
+ // Play a deny sound
+ if ( m_flSoundTime <= gpGlobals->curtime )
+ {
+ m_flSoundTime = gpGlobals->curtime + 0.62;
+ EmitSound( "SuitRecharge.Deny" );
+ }
+
+ return;
+ }
+
+ // Get our maximum armor value
+ int nMaxArmor = 100;
+ if ( HasSpawnFlags( SF_CITADEL_RECHARGER ) )
+ {
+ nMaxArmor = sk_suitcharger_citadel_maxarmor.GetInt();
+ }
+
+ int nIncrementArmor = 1;
+
+ // The citadel charger gives more per charge and also gives health
+ if ( HasSpawnFlags( SF_CITADEL_RECHARGER ) )
+ {
+ nIncrementArmor = 10;
+
+#ifdef HL2MP
+ nIncrementArmor = 2;
+#endif
+
+ // Also give health for the citadel version.
+ if ( pActivator->GetHealth() < pActivator->GetMaxHealth() && m_flNextCharge < gpGlobals->curtime )
+ {
+ pActivator->TakeHealth( 5, DMG_GENERIC );
+ }
+ }
+
+ // If we're over our limit, debounce our keys
+ if ( pPlayer->ArmorValue() >= nMaxArmor)
+ {
+ // Citadel charger must also be at max health
+ if ( !HasSpawnFlags(SF_CITADEL_RECHARGER) || ( HasSpawnFlags( SF_CITADEL_RECHARGER ) && pActivator->GetHealth() >= pActivator->GetMaxHealth() ) )
+ {
+ // 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;
+ }
+ }
+
+ // This is bumped out if used within the time period
+ SetNextThink( gpGlobals->curtime + CHARGE_RATE );
+ SetThink( &CNewRecharge::Off );
+
+ // Time to recharge yet?
+ if ( m_flNextCharge >= gpGlobals->curtime )
+ return;
+
+ // Play the on sound or the looping charging sound
+ if ( !m_iOn )
+ {
+ m_iOn++;
+ EmitSound( "SuitRecharge.Start" );
+ m_flSoundTime = 0.56 + gpGlobals->curtime;
+
+ m_OnPlayerUse.FireOutput( pActivator, this );
+ }
+
+ if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->curtime))
+ {
+ m_iOn++;
+ CPASAttenuationFilter filter( this, "SuitRecharge.ChargingLoop" );
+ filter.MakeReliable();
+ EmitSound( filter, entindex(), "SuitRecharge.ChargingLoop" );
+ }
+
+ // Give armor if we need it
+ if ( pPlayer->ArmorValue() < nMaxArmor )
+ {
+ UpdateJuice( m_iJuice - nIncrementArmor );
+ pPlayer->IncrementArmorValue( nIncrementArmor, nMaxArmor );
+ }
+
+ // Send the output.
+ float flRemaining = m_iJuice / MaxJuice();
+ m_OutRemainingCharge.Set(flRemaining, pActivator, this);
+
+ // govern the rate of charge
+ m_flNextCharge = gpGlobals->curtime + 0.1;
+}
+
+void CNewRecharge::Recharge(void)
+{
+ EmitSound( "SuitRecharge.Start" );
+ ResetSequence( LookupSequence( "idle" ) );
+
+ UpdateJuice( MaxJuice() );
+
+ m_nState = 0;
+ m_flJuice = m_iJuice;
+ m_iReactivate = 0;
+ StudioFrameAdvance();
+
+ SetThink( &CNewRecharge::SUB_DoNothing );
+}
+
+void CNewRecharge::Off(void)
+{
+ // Stop looping sound.
+ if (m_iOn > 1)
+ {
+ StopSound( "SuitRecharge.ChargingLoop" );
+ }
+
+ if ( m_nState == 1 )
+ {
+ SetCycle( 1.0f );
+ }
+
+ m_iOn = 0;
+ m_flJuice = m_iJuice;
+
+ if ( m_iReactivate == 0 )
+ {
+ if ((!m_iJuice) && g_pGameRules->FlHEVChargerRechargeTime() > 0 )
+ {
+ if ( HasSpawnFlags( SF_CITADEL_RECHARGER ) )
+ {
+ m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime() * 2;
+ }
+ else
+ {
+ m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime();
+ }
+ SetNextThink( gpGlobals->curtime + m_iReactivate );
+ SetThink(&CNewRecharge::Recharge);
+ }
+ else
+ {
+ SetThink( NULL );
+ }
+ }
+}