Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Handling for the suit batteries.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "basecombatweapon.h"
#include "gamerules.h"
#include "items.h"
#include "engine/IEngineSound.h"
#include "hl1_items.h"
#define BATTERY_MODEL "models/w_battery.mdl"
ConVar sk_battery( "sk_battery","0" );
class CItemBattery : public CHL1Item
{
public:
DECLARE_CLASS( CItemBattery, CHL1Item );
void Spawn( void )
{
Precache( );
SetModel( BATTERY_MODEL );
BaseClass::Spawn( );
}
void Precache( void )
{
PrecacheModel( BATTERY_MODEL );
PrecacheScriptSound( "Item.Pickup" );
}
bool MyTouch( CBasePlayer *pPlayer )
{
if ((pPlayer->ArmorValue() < MAX_NORMAL_BATTERY) && pPlayer->IsSuitEquipped())
{
int pct;
char szcharge[64];
pPlayer->IncrementArmorValue( sk_battery.GetFloat(), MAX_NORMAL_BATTERY );
CPASAttenuationFilter filter( pPlayer, "Item.Pickup" );
EmitSound( filter, pPlayer->entindex(), "Item.Pickup" );
CSingleUserRecipientFilter user( pPlayer );
user.MakeReliable();
UserMessageBegin( user, "ItemPickup" );
WRITE_STRING( GetClassname() );
MessageEnd();
// Suit reports new power level
// For some reason this wasn't working in release build -- round it.
pct = (int)( (float)(pPlayer->ArmorValue() * 100.0) * (1.0/MAX_NORMAL_BATTERY) + 0.5);
pct = (pct / 5);
if (pct > 0)
pct--;
Q_snprintf( szcharge,sizeof(szcharge),"!HEV_%1dP", pct );
//UTIL_EmitSoundSuit(edict(), szcharge);
pPlayer->SetSuitUpdate(szcharge, FALSE, SUIT_NEXT_IN_30SEC);
return true;
}
return false;
}
};
LINK_ENTITY_TO_CLASS(item_battery, CItemBattery);
PRECACHE_REGISTER(item_battery);