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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/func_recharge.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl2/func_recharge.cpp')
-rw-r--r--mp/src/game/server/hl2/func_recharge.cpp1554
1 files changed, 777 insertions, 777 deletions
diff --git a/mp/src/game/server/hl2/func_recharge.cpp b/mp/src/game/server/hl2/func_recharge.cpp
index 91d33ff5..37c42637 100644
--- a/mp/src/game/server/hl2/func_recharge.cpp
+++ b/mp/src/game/server/hl2/func_recharge.cpp
@@ -1,777 +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 );
- }
- }
-}
+//========= 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 );
+ }
+ }
+}