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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/item_healthkit.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/item_healthkit.cpp')
-rw-r--r--mp/src/game/server/hl2/item_healthkit.cpp743
1 files changed, 743 insertions, 0 deletions
diff --git a/mp/src/game/server/hl2/item_healthkit.cpp b/mp/src/game/server/hl2/item_healthkit.cpp
new file mode 100644
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+++ b/mp/src/game/server/hl2/item_healthkit.cpp
@@ -0,0 +1,743 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Implements health kits and wall mounted health chargers.
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "gamerules.h"
+#include "player.h"
+#include "items.h"
+#include "in_buttons.h"
+#include "engine/IEngineSound.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+ConVar sk_healthkit( "sk_healthkit","0" );
+ConVar sk_healthvial( "sk_healthvial","0" );
+ConVar sk_healthcharger( "sk_healthcharger","0" );
+
+//-----------------------------------------------------------------------------
+// Small health kit. Heals the player when picked up.
+//-----------------------------------------------------------------------------
+class CHealthKit : public CItem
+{
+public:
+ DECLARE_CLASS( CHealthKit, CItem );
+
+ void Spawn( void );
+ void Precache( void );
+ bool MyTouch( CBasePlayer *pPlayer );
+};
+
+LINK_ENTITY_TO_CLASS( item_healthkit, CHealthKit );
+PRECACHE_REGISTER(item_healthkit);
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHealthKit::Spawn( void )
+{
+ Precache();
+ SetModel( "models/items/healthkit.mdl" );
+
+ BaseClass::Spawn();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHealthKit::Precache( void )
+{
+ PrecacheModel("models/items/healthkit.mdl");
+
+ PrecacheScriptSound( "HealthKit.Touch" );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pPlayer -
+// Output :
+//-----------------------------------------------------------------------------
+bool CHealthKit::MyTouch( CBasePlayer *pPlayer )
+{
+ if ( pPlayer->TakeHealth( sk_healthkit.GetFloat(), DMG_GENERIC ) )
+ {
+ CSingleUserRecipientFilter user( pPlayer );
+ user.MakeReliable();
+
+ UserMessageBegin( user, "ItemPickup" );
+ WRITE_STRING( GetClassname() );
+ MessageEnd();
+
+ CPASAttenuationFilter filter( pPlayer, "HealthKit.Touch" );
+ EmitSound( filter, pPlayer->entindex(), "HealthKit.Touch" );
+
+ if ( g_pGameRules->ItemShouldRespawn( this ) )
+ {
+ Respawn();
+ }
+ else
+ {
+ UTIL_Remove(this);
+ }
+
+ return true;
+ }
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Small dynamically dropped health kit
+//-----------------------------------------------------------------------------
+
+class CHealthVial : public CItem
+{
+public:
+ DECLARE_CLASS( CHealthVial, CItem );
+
+ void Spawn( void )
+ {
+ Precache();
+ SetModel( "models/healthvial.mdl" );
+
+ BaseClass::Spawn();
+ }
+
+ void Precache( void )
+ {
+ PrecacheModel("models/healthvial.mdl");
+
+ PrecacheScriptSound( "HealthVial.Touch" );
+ }
+
+ bool MyTouch( CBasePlayer *pPlayer )
+ {
+ if ( pPlayer->TakeHealth( sk_healthvial.GetFloat(), DMG_GENERIC ) )
+ {
+ CSingleUserRecipientFilter user( pPlayer );
+ user.MakeReliable();
+
+ UserMessageBegin( user, "ItemPickup" );
+ WRITE_STRING( GetClassname() );
+ MessageEnd();
+
+ CPASAttenuationFilter filter( pPlayer, "HealthVial.Touch" );
+ EmitSound( filter, pPlayer->entindex(), "HealthVial.Touch" );
+
+ if ( g_pGameRules->ItemShouldRespawn( this ) )
+ {
+ Respawn();
+ }
+ else
+ {
+ UTIL_Remove(this);
+ }
+
+ return true;
+ }
+
+ return false;
+ }
+};
+
+LINK_ENTITY_TO_CLASS( item_healthvial, CHealthVial );
+PRECACHE_REGISTER( item_healthvial );
+
+//-----------------------------------------------------------------------------
+// Wall mounted health kit. Heals the player when used.
+//-----------------------------------------------------------------------------
+class CWallHealth : public CBaseToggle
+{
+public:
+ DECLARE_CLASS( CWallHealth, CBaseToggle );
+
+ void Spawn( );
+ void Precache( void );
+ int DrawDebugTextOverlays(void);
+ bool CreateVPhysics(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; }
+
+ 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;
+
+ COutputFloat m_OutRemainingHealth;
+ COutputEvent m_OnPlayerUse;
+
+ DECLARE_DATADESC();
+};
+
+LINK_ENTITY_TO_CLASS(func_healthcharger, CWallHealth);
+
+
+BEGIN_DATADESC( CWallHealth )
+
+ 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 ),
+
+ // Function Pointers
+ DEFINE_FUNCTION( Off ),
+ DEFINE_FUNCTION( Recharge ),
+
+ DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ),
+ DEFINE_OUTPUT( m_OutRemainingHealth, "OutRemainingHealth"),
+
+END_DATADESC()
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pkvd -
+//-----------------------------------------------------------------------------
+bool CWallHealth::KeyValue( const char *szKeyName, const char *szValue )
+{
+ if (FStrEq(szKeyName, "style") ||
+ FStrEq(szKeyName, "height") ||
+ FStrEq(szKeyName, "value1") ||
+ FStrEq(szKeyName, "value2") ||
+ FStrEq(szKeyName, "value3"))
+ {
+ return(true);
+ }
+ else if (FStrEq(szKeyName, "dmdelay"))
+ {
+ m_iReactivate = atoi(szValue);
+ return(true);
+ }
+
+ return(BaseClass::KeyValue( szKeyName, szValue ));
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWallHealth::Spawn(void)
+{
+ Precache( );
+
+ SetSolid( SOLID_BSP );
+ SetMoveType( MOVETYPE_PUSH );
+
+ SetModel( STRING( GetModelName() ) );
+
+ m_iJuice = sk_healthcharger.GetFloat();
+
+ m_nState = 0;
+
+ m_iCaps = FCAP_CONTINUOUS_USE;
+
+ CreateVPhysics();
+}
+
+int CWallHealth::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;
+}
+
+//-----------------------------------------------------------------------------
+
+bool CWallHealth::CreateVPhysics(void)
+{
+ VPhysicsInitStatic();
+ return true;
+
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWallHealth::Precache(void)
+{
+ PrecacheScriptSound( "WallHealth.Deny" );
+ PrecacheScriptSound( "WallHealth.Start" );
+ PrecacheScriptSound( "WallHealth.LoopingContinueCharge" );
+ PrecacheScriptSound( "WallHealth.Recharge" );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pActivator -
+// *pCaller -
+// useType -
+// value -
+//-----------------------------------------------------------------------------
+void CWallHealth::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);
+
+ // 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)
+ {
+ m_nState = 1;
+ Off();
+ }
+
+ // if the player doesn't have the suit, or there is no juice left, make the deny noise.
+ // disabled HEV suit dependency for now.
+ //if ((m_iJuice <= 0) || (!(pActivator->m_bWearingSuit)))
+ if (m_iJuice <= 0)
+ {
+ if (m_flSoundTime <= gpGlobals->curtime)
+ {
+ m_flSoundTime = gpGlobals->curtime + 0.62;
+ EmitSound( "WallHealth.Deny" );
+ }
+ return;
+ }
+
+ if( pActivator->GetHealth() >= pActivator->GetMaxHealth() )
+ {
+ if( pPlayer )
+ {
+ pPlayer->m_afButtonPressed &= ~IN_USE;
+ }
+
+ // Make the user re-use me to get started drawing health.
+ m_iCaps = FCAP_IMPULSE_USE;
+
+ return;
+ }
+
+ SetNextThink( gpGlobals->curtime + 0.25f );
+ SetThink(&CWallHealth::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( "WallHealth.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, "WallHealth.LoopingContinueCharge" );
+ filter.MakeReliable();
+ EmitSound( filter, entindex(), "WallHealth.LoopingContinueCharge" );
+ }
+
+ // charge the player
+ if ( pActivator->TakeHealth( 1, DMG_GENERIC ) )
+ {
+ m_iJuice--;
+ }
+
+ // Send the output.
+ float flRemaining = m_iJuice / sk_healthcharger.GetFloat();
+ m_OutRemainingHealth.Set(flRemaining, pActivator, this);
+
+ // govern the rate of charge
+ m_flNextCharge = gpGlobals->curtime + 0.1;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWallHealth::Recharge(void)
+{
+ EmitSound( "WallHealth.Recharge" );
+ m_iJuice = sk_healthcharger.GetFloat();
+ m_nState = 0;
+ SetThink( NULL );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWallHealth::Off(void)
+{
+ // Stop looping sound.
+ if (m_iOn > 1)
+ StopSound( "WallHealth.LoopingContinueCharge" );
+
+ m_iOn = 0;
+
+ if ((!m_iJuice) && ( ( m_iReactivate = g_pGameRules->FlHealthChargerRechargeTime() ) > 0) )
+ {
+ SetNextThink( gpGlobals->curtime + m_iReactivate );
+ SetThink(&CWallHealth::Recharge);
+ }
+ else
+ SetThink( NULL );
+}
+
+//-----------------------------------------------------------------------------
+// Wall mounted health kit. Heals the player when used.
+//-----------------------------------------------------------------------------
+class CNewWallHealth : public CBaseAnimating
+{
+public:
+ DECLARE_CLASS( CNewWallHealth, CBaseAnimating );
+
+ void Spawn( );
+ void Precache( void );
+ int DrawDebugTextOverlays(void);
+ bool CreateVPhysics(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; }
+
+ 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;
+
+ COutputFloat m_OutRemainingHealth;
+ COutputEvent m_OnPlayerUse;
+
+ void StudioFrameAdvance ( void );
+
+ float m_flJuice;
+
+ DECLARE_DATADESC();
+};
+
+LINK_ENTITY_TO_CLASS( item_healthcharger, CNewWallHealth);
+
+
+BEGIN_DATADESC( CNewWallHealth )
+
+ 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_flJuice, FIELD_FLOAT ),
+
+ // Function Pointers
+ DEFINE_FUNCTION( Off ),
+ DEFINE_FUNCTION( Recharge ),
+
+ DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ),
+ DEFINE_OUTPUT( m_OutRemainingHealth, "OutRemainingHealth"),
+
+END_DATADESC()
+
+#define HEALTH_CHARGER_MODEL_NAME "models/props_combine/health_charger001.mdl"
+#define CHARGE_RATE 0.25f
+#define CHARGES_PER_SECOND 1.0f / CHARGE_RATE
+#define CALLS_PER_SECOND 7.0f * CHARGES_PER_SECOND
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pkvd -
+//-----------------------------------------------------------------------------
+bool CNewWallHealth::KeyValue( const char *szKeyName, const char *szValue )
+{
+ if (FStrEq(szKeyName, "style") ||
+ FStrEq(szKeyName, "height") ||
+ FStrEq(szKeyName, "value1") ||
+ FStrEq(szKeyName, "value2") ||
+ FStrEq(szKeyName, "value3"))
+ {
+ return(true);
+ }
+ else if (FStrEq(szKeyName, "dmdelay"))
+ {
+ m_iReactivate = atoi(szValue);
+ return(true);
+ }
+
+ return(BaseClass::KeyValue( szKeyName, szValue ));
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNewWallHealth::Spawn(void)
+{
+ Precache( );
+
+ SetMoveType( MOVETYPE_NONE );
+ SetSolid( SOLID_VPHYSICS );
+ CreateVPhysics();
+
+ SetModel( HEALTH_CHARGER_MODEL_NAME );
+ AddEffects( EF_NOSHADOW );
+
+ ResetSequence( LookupSequence( "idle" ) );
+
+ m_iJuice = sk_healthcharger.GetFloat();
+
+ m_nState = 0;
+
+ m_iReactivate = 0;
+ m_iCaps = FCAP_CONTINUOUS_USE;
+
+ CreateVPhysics();
+
+ m_flJuice = m_iJuice;
+ SetCycle( 1.0f - ( m_flJuice / sk_healthcharger.GetFloat() ) );
+}
+
+int CNewWallHealth::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;
+}
+
+//-----------------------------------------------------------------------------
+
+bool CNewWallHealth::CreateVPhysics(void)
+{
+ VPhysicsInitStatic();
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNewWallHealth::Precache(void)
+{
+ PrecacheModel( HEALTH_CHARGER_MODEL_NAME );
+
+ PrecacheScriptSound( "WallHealth.Deny" );
+ PrecacheScriptSound( "WallHealth.Start" );
+ PrecacheScriptSound( "WallHealth.LoopingContinueCharge" );
+ PrecacheScriptSound( "WallHealth.Recharge" );
+}
+
+void CNewWallHealth::StudioFrameAdvance( void )
+{
+ m_flPlaybackRate = 0;
+
+ float flMaxJuice = sk_healthcharger.GetFloat();
+
+ SetCycle( 1.0f - (float)( m_flJuice / flMaxJuice ) );
+// 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;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pActivator -
+// *pCaller -
+// useType -
+// value -
+//-----------------------------------------------------------------------------
+void CNewWallHealth::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);
+
+ // 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;
+
+ m_flJuice -= flCharges / flCalls;
+ StudioFrameAdvance();
+ }
+
+ // if there is no juice left, turn it off
+ if (m_iJuice <= 0)
+ {
+ ResetSequence( LookupSequence( "emptyclick" ) );
+ m_nState = 1;
+ Off();
+ }
+
+ // if the player doesn't have the suit, or there is no juice left, make the deny noise.
+ // disabled HEV suit dependency for now.
+ //if ((m_iJuice <= 0) || (!(pActivator->m_bWearingSuit)))
+ if (m_iJuice <= 0)
+ {
+ if (m_flSoundTime <= gpGlobals->curtime)
+ {
+ m_flSoundTime = gpGlobals->curtime + 0.62;
+ EmitSound( "WallHealth.Deny" );
+ }
+ return;
+ }
+
+ if( pActivator->GetHealth() >= pActivator->GetMaxHealth() )
+ {
+ if( pPlayer )
+ {
+ pPlayer->m_afButtonPressed &= ~IN_USE;
+ }
+
+ // Make the user re-use me to get started drawing health.
+ m_iCaps = FCAP_IMPULSE_USE;
+
+ EmitSound( "WallHealth.Deny" );
+ return;
+ }
+
+ SetNextThink( gpGlobals->curtime + CHARGE_RATE );
+ SetThink( &CNewWallHealth::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( "WallHealth.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, "WallHealth.LoopingContinueCharge" );
+ filter.MakeReliable();
+ EmitSound( filter, entindex(), "WallHealth.LoopingContinueCharge" );
+ }
+
+ // charge the player
+ if ( pActivator->TakeHealth( 1, DMG_GENERIC ) )
+ {
+ m_iJuice--;
+ }
+
+ // Send the output.
+ float flRemaining = m_iJuice / sk_healthcharger.GetFloat();
+ m_OutRemainingHealth.Set(flRemaining, pActivator, this);
+
+ // govern the rate of charge
+ m_flNextCharge = gpGlobals->curtime + 0.1;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNewWallHealth::Recharge(void)
+{
+ EmitSound( "WallHealth.Recharge" );
+ m_flJuice = m_iJuice = sk_healthcharger.GetFloat();
+ m_nState = 0;
+
+ ResetSequence( LookupSequence( "idle" ) );
+ StudioFrameAdvance();
+
+ m_iReactivate = 0;
+
+ SetThink( NULL );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNewWallHealth::Off(void)
+{
+ // Stop looping sound.
+ if (m_iOn > 1)
+ StopSound( "WallHealth.LoopingContinueCharge" );
+
+ if ( m_nState == 1 )
+ {
+ SetCycle( 1.0f );
+ }
+
+ m_iOn = 0;
+ m_flJuice = m_iJuice;
+
+ if ( m_iReactivate == 0 )
+ {
+ if ((!m_iJuice) && g_pGameRules->FlHealthChargerRechargeTime() > 0 )
+ {
+ m_iReactivate = g_pGameRules->FlHealthChargerRechargeTime();
+ SetNextThink( gpGlobals->curtime + m_iReactivate );
+ SetThink(&CNewWallHealth::Recharge);
+ }
+ else
+ SetThink( NULL );
+ }
+}
+