nuclide/src/gs-entbase/server/func_recharge.qc

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/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED func_recharge (0 .5 .8) ?
Brush that fills up your armor when used, to a maximum of 100 points.
-------- KEYS --------
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"snd_first" : Sound to play when first used.
"snd_charging" : Sound to play when first charging.
"snd_done" : Sound to play when first finished charging.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/
class
func_recharge:NSRenderableEntity
{
entity m_eUser;
float m_flDelay;
float m_flCheck;
string m_strSndFirst;
string m_strSndCharging;
string m_strSndDone;
void func_recharge(void);
/* overrides */
virtual void Save(float);
virtual void Restore(string,string);
virtual void SpawnKey(string,string);
virtual void Spawned(void);
virtual void Respawn(void);
virtual void customphysics(void);
virtual void OnPlayerUse(void);
virtual void ResetHealth(void);
};
void
func_recharge::func_recharge(void)
{
m_strSndFirst = "items/suitchargeok1.wav";
m_strSndCharging = "items/suitcharge1.wav";
m_strSndDone = "items/suitchargeno1.wav";
m_eUser = __NULL__;
m_flDelay = 0.0f;
m_flCheck = 0.0f;
}
void
func_recharge::Save(float handle)
{
super::Save(handle);
SaveEntity(handle, "m_eUser", m_eUser);
SaveFloat(handle, "m_flDelay", m_flDelay);
SaveFloat(handle, "m_flCheck", m_flCheck);
SaveString(handle, "m_strSndFirst", m_strSndFirst);
SaveString(handle, "m_strSndCharging", m_strSndCharging);
SaveString(handle, "m_strSndDone", m_strSndDone);
}
void
func_recharge::Restore(string strKey, string strValue)
{
switch (strKey) {
case "m_eUser":
m_eUser = ReadEntity(strValue);
break;
case "m_flDelay":
m_flDelay = ReadFloat(strValue);
break;
case "m_flCheck":
m_flCheck = ReadFloat(strValue);
break;
case "m_strSndFirst":
m_strSndFirst = ReadString(strValue);
break;
case "m_strSndCharging":
m_strSndCharging = ReadString(strValue);
break;
case "m_strSndDone":
m_strSndDone = ReadString(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
func_recharge::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "snd_first":
m_strSndFirst = strValue;
break;
case "snd_charging":
m_strSndCharging = strValue;
break;
case "snd_done":
m_strSndDone = strValue;
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
func_recharge::Spawned(void)
{
super::Spawned();
precache_sound(m_strSndFirst);
precache_sound(m_strSndCharging);
precache_sound(m_strSndDone);
}
void
func_recharge::Respawn(void)
{
SetSolid(SOLID_BSP);
SetMovetype(MOVETYPE_NONE);
SetOrigin(GetSpawnOrigin());
SetModel(GetSpawnModel());
PlayerUse = OnPlayerUse;
ResetHealth();
}
void
func_recharge::ResetHealth(void)
{
if (health <= 0) {
StartSound(m_strSndFirst, CHAN_VOICE, 0, true);
}
SetFrame(0);
if (g_grMode.IsMultiplayer() == true)
health = max_health = 30.0f;
else
health = max_health = Skill_GetValue("suitcharger", 75);
}
void
func_recharge::OnPlayerUse(void)
{
/* let's not let this become too funny... */
if (eActivator.health <= 0) {
return;
}
eActivator.flags |= FL_USE_RELEASED;
/* First come first serve */
if (m_eUser && eActivator != m_eUser) {
return;
}
/* First time */
if (m_eUser == world) {
StartSound(m_strSndFirst, CHAN_VOICE, 0, true);
}
if (m_flDelay > GetTime()) {
return;
}
if (health <= 0) {
eActivator.flags &= ~FL_USE_RELEASED;
StartSound(m_strSndDone, CHAN_VOICE, 0, true);
m_eUser = world;
return;
}
NSClientPlayer pl = (NSClientPlayer)eActivator;
if (pl.armor >= 100) {
eActivator.flags &= ~FL_USE_RELEASED;
StartSound(m_strSndDone, CHAN_VOICE, 0, true);
} else {
if (m_eUser == world) {
StartSound(m_strSndCharging, CHAN_ITEM, 0, true);
}
pl.armor = bound(0, pl.armor += 1, 100);
/* Reset 30 seconds after first being used successfully */
//if (health == max_health) {
ScheduleThink(ResetHealth, 30.0f);
//}
health -= 1;
/* Disable when empty */
if (health <= 0) {
StopSound(CHAN_ITEM, true);
StartSound(m_strSndDone, CHAN_VOICE, 0, true);
SetFrame(1);
eActivator.flags &= ~FL_USE_RELEASED;
m_eUser = world;
return;
}
}
m_eUser = eActivator;
m_flDelay = GetTime() + 0.1f;
m_flCheck = GetTime() + 0.25f;
}
void
func_recharge::customphysics(void)
{
if (m_flCheck > GetTime()) {
return;
}
if (m_eUser) {
sound(this, CHAN_ITEM, "common/null.wav", 1.0, ATTN_NORM);
m_eUser = world;
}
HandleThink();
}