halflife-photomode/dlls/h_battery.cpp

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/***
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*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== h_battery.cpp ========================================================
battery-related code
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "saverestore.h"
#include "player.h"
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#include "skill.h"
#include "gamerules.h"
class CRecharge : public CBaseToggle
{
public:
void Spawn() override;
void Precache() override;
void EXPORT Off();
void EXPORT Recharge();
bool KeyValue(KeyValueData* pkvd) override;
void Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) override;
int ObjectCaps() override { return (CBaseToggle::ObjectCaps() | FCAP_CONTINUOUS_USE) & ~FCAP_ACROSS_TRANSITION; }
bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
static TYPEDESCRIPTION m_SaveData[];
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;
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};
TYPEDESCRIPTION CRecharge::m_SaveData[] =
{
DEFINE_FIELD(CRecharge, m_flNextCharge, FIELD_TIME),
DEFINE_FIELD(CRecharge, m_iReactivate, FIELD_INTEGER),
DEFINE_FIELD(CRecharge, m_iJuice, FIELD_INTEGER),
DEFINE_FIELD(CRecharge, m_iOn, FIELD_INTEGER),
DEFINE_FIELD(CRecharge, m_flSoundTime, FIELD_TIME),
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};
IMPLEMENT_SAVERESTORE(CRecharge, CBaseEntity);
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LINK_ENTITY_TO_CLASS(func_recharge, CRecharge);
bool CRecharge::KeyValue(KeyValueData* pkvd)
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{
if (FStrEq(pkvd->szKeyName, "style") ||
FStrEq(pkvd->szKeyName, "height") ||
FStrEq(pkvd->szKeyName, "value1") ||
FStrEq(pkvd->szKeyName, "value2") ||
FStrEq(pkvd->szKeyName, "value3"))
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{
return true;
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}
else if (FStrEq(pkvd->szKeyName, "dmdelay"))
{
m_iReactivate = atoi(pkvd->szValue);
return true;
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}
return CBaseToggle::KeyValue(pkvd);
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}
void CRecharge::Spawn()
{
Precache();
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pev->solid = SOLID_BSP;
pev->movetype = MOVETYPE_PUSH;
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UTIL_SetOrigin(pev, pev->origin); // set size and link into world
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UTIL_SetSize(pev, pev->mins, pev->maxs);
SET_MODEL(ENT(pev), STRING(pev->model));
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m_iJuice = gSkillData.suitchargerCapacity;
pev->frame = 0;
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}
void CRecharge::Precache()
{
PRECACHE_SOUND("items/suitcharge1.wav");
PRECACHE_SOUND("items/suitchargeno1.wav");
PRECACHE_SOUND("items/suitchargeok1.wav");
}
void CRecharge::Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value)
{
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// if it's not a player, ignore
if (!FClassnameIs(pActivator->pev, "player"))
return;
auto player = static_cast<CBasePlayer*>(pActivator);
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// if there is no juice left, turn it off
if (m_iJuice <= 0)
{
pev->frame = 1;
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Off();
}
// if the player doesn't have the suit, or there is no juice left, make the deny noise
if ((m_iJuice <= 0) || !player->HasSuit())
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{
if (m_flSoundTime <= gpGlobals->time)
{
m_flSoundTime = gpGlobals->time + 0.62;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM);
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}
return;
}
pev->nextthink = pev->ltime + 0.25;
SetThink(&CRecharge::Off);
// Time to recharge yet?
if (m_flNextCharge >= gpGlobals->time)
return;
// Make sure that we have a caller
//TODO: useless, it's accessed earlier on.
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if (!pActivator)
return;
m_hActivator = pActivator;
//only recharge the player
//TODO: put this check at the top.
if (!m_hActivator->IsPlayer())
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return;
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// Play the on sound or the looping charging sound
if (0 == m_iOn)
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{
m_iOn++;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeok1.wav", 0.85, ATTN_NORM);
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m_flSoundTime = 0.56 + gpGlobals->time;
}
if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->time))
{
m_iOn++;
EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav", 0.85, ATTN_NORM);
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}
// charge the player
if (m_hActivator->pev->armorvalue < 100)
{
m_iJuice--;
m_hActivator->pev->armorvalue += 1;
if (m_hActivator->pev->armorvalue > 100)
m_hActivator->pev->armorvalue = 100;
}
// govern the rate of charge
m_flNextCharge = gpGlobals->time + 0.1;
}
void CRecharge::Recharge()
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{
m_iJuice = gSkillData.suitchargerCapacity;
pev->frame = 0;
SetThink(&CRecharge::SUB_DoNothing);
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}
void CRecharge::Off()
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{
// Stop looping sound.
if (m_iOn > 1)
STOP_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav");
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m_iOn = 0;
if ((0 == m_iJuice) && ((m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime()) > 0))
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{
pev->nextthink = pev->ltime + m_iReactivate;
SetThink(&CRecharge::Recharge);
}
else
SetThink(&CRecharge::SUB_DoNothing);
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}