Team Fortress 2 Source Code as on 22/4/2020
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//========= 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"
ConVar sk_suitcharger( "sk_suitcharger","0" );
#define HL1_MAX_ARMOR 100
class CRecharge : public CBaseToggle
{
public:
DECLARE_CLASS( CRecharge, CBaseToggle );
void Spawn( );
virtual void Precache();
bool CreateVPhysics();
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 ); }
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_iCaps;
COutputFloat m_OutRemainingCharge;
};
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_iCaps, FIELD_INTEGER ),
// Function Pointers
DEFINE_FUNCTION( Off ),
DEFINE_FUNCTION( Recharge ),
DEFINE_OUTPUT(m_OutRemainingCharge, "OutRemainingCharge"),
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() ) );
m_iJuice = sk_suitcharger.GetFloat();
SetTextureFrameIndex( 0 );
m_iCaps = FCAP_CONTINUOUS_USE;
CreateVPhysics();
}
void CRecharge::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "SuitRecharge.Deny" );
PrecacheScriptSound( "SuitRecharge.Start" );
PrecacheScriptSound( "SuitRecharge.ChargingLoop" );
}
bool CRecharge::CreateVPhysics()
{
VPhysicsInitStatic();
return true;
}
void CRecharge::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 );
if ( pPlayer == NULL )
return;
// 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)
{
SetTextureFrameIndex( 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;
}
// If we're over our limit, debounce our keys
if ( pPlayer->ArmorValue() >= HL1_MAX_ARMOR)
{
// 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;
}
SetNextThink( gpGlobals->curtime + 0.25 );
SetThink(&CRecharge::Off);
// Time to recharge yet?
if (m_flNextCharge >= gpGlobals->curtime)
return;
m_hActivator = pActivator;
// Play the on sound or the looping charging sound
if (!m_iOn)
{
m_iOn++;
EmitSound( "SuitRecharge.Start" );
m_flSoundTime = 0.56 + gpGlobals->curtime;
}
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
if (pl->ArmorValue() < HL1_MAX_ARMOR)
{
m_iJuice--;
pl->IncrementArmorValue( 1, HL1_MAX_ARMOR );
}
// Send the output.
float flRemaining = m_iJuice / sk_suitcharger.GetFloat();
m_OutRemainingCharge.Set(flRemaining, pActivator, this);
// govern the rate of charge
m_flNextCharge = gpGlobals->curtime + 0.1;
}
void CRecharge::Recharge(void)
{
m_iJuice = sk_suitcharger.GetFloat();
SetTextureFrameIndex( 0 );
SetThink( &CBaseEntity::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 );
}