159 lines
3.8 KiB
C++
159 lines
3.8 KiB
C++
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#include "cbase.h"
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#include "asw_weapon_medkit_shared.h"
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#include "in_buttons.h"
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#ifdef CLIENT_DLL
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#include "c_asw_player.h"
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#include "c_asw_weapon.h"
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#include "c_asw_marine.h"
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#else
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#include "asw_marine.h"
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#include "asw_player.h"
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#include "asw_weapon.h"
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#include "npcevent.h"
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#include "asw_gamerules.h"
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#include "asw_triggers.h"
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#endif
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#include "asw_marine_profile.h"
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#include "asw_marine_skills.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define MEDKIT_HEAL_AMOUNT 50
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IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Medkit, DT_ASW_Weapon_Medkit )
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BEGIN_NETWORK_TABLE( CASW_Weapon_Medkit, DT_ASW_Weapon_Medkit )
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#ifdef CLIENT_DLL
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// recvprops
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#else
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// sendprops
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CASW_Weapon_Medkit )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( asw_weapon_medkit, CASW_Weapon_Medkit );
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PRECACHE_WEAPON_REGISTER(asw_weapon_medkit);
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#ifndef CLIENT_DLL
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CASW_Weapon_Medkit )
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END_DATADESC()
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#endif /* not client */
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CASW_Weapon_Medkit::CASW_Weapon_Medkit()
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{
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m_fMinRange1 = 0;
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m_fMaxRange1 = 2048;
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m_fMinRange2 = 256;
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m_fMaxRange2 = 1024;
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}
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CASW_Weapon_Medkit::~CASW_Weapon_Medkit()
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{
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}
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bool CASW_Weapon_Medkit::OffhandActivate()
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{
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if (!GetMarine() || GetMarine()->GetFlags() & FL_FROZEN) // don't allow this if the marine is frozen
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return false;
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SelfHeal();
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return true;
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}
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void CASW_Weapon_Medkit::SelfHeal()
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{
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CASW_Marine *pMarine = GetMarine();
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if (pMarine) // firing from a marine
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{
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if (pMarine->GetHealth() >= pMarine->GetMaxHealth()) // already on full health
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return;
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if (pMarine->GetHealth() <= 0) // aleady dead!
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return;
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if (pMarine->m_bSlowHeal) // already healing
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return;
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if (pMarine->GetFlags() & FL_FROZEN) // don't allow this if the marine is frozen
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return;
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// MUST call sound before removing a round from the clip of a CMachineGun
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WeaponSound(SINGLE);
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// sets the animation on the weapon model iteself
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SendWeaponAnim( GetPrimaryAttackActivity() );
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// sets the animation on the marine holding this weapon
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//pMarine->SetAnimation( PLAYER_ATTACK1 );
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#ifndef CLIENT_DLL
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bool bMedic = (pMarine->GetMarineProfile() && pMarine->GetMarineProfile()->CanUseFirstAid());
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// put a slow heal onto the marine, play a particle effect
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if (!pMarine->m_bSlowHeal && pMarine->GetHealth() < pMarine->GetMaxHealth())
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{
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pMarine->AddSlowHeal( GetHealAmount(), 1, pMarine, this );
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// Fire event
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IGameEvent * event = gameeventmanager->CreateEvent( "player_heal" );
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if ( event )
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{
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CASW_Player *pPlayer = GetCommander();
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event->SetInt( "userid", ( pPlayer ? pPlayer->GetUserID() : 0 ) );
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event->SetInt( "entindex", pMarine->entindex() );
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gameeventmanager->FireEvent( event );
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}
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if ( ASWGameRules()->GetInfoHeal() )
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{
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ASWGameRules()->GetInfoHeal()->OnMarineHealed( pMarine, pMarine, this );
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}
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pMarine->OnWeaponFired( this, 1 );
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}
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if (pMarine->IsInfested() && bMedic)
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{
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float fCure = GetInfestationCureAmount();
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// cure infestation
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if (fCure < 100)
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pMarine->CureInfestation(pMarine, fCure);
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}
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#endif
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// decrement ammo
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m_iClip1 -= 1;
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#ifndef CLIENT_DLL
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DestroyIfEmpty( false );
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#endif
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}
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}
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int CASW_Weapon_Medkit::GetHealAmount()
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{
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CASW_Marine *pMarine = GetMarine();
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if ( !pMarine )
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return 0;
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// medics adjust heal amount by their skills
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if ( pMarine->GetMarineProfile() && pMarine->GetMarineProfile()->CanUseFirstAid() )
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{
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return MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_HEALING, ASW_MARINE_SUBSKILL_HEALING_MEDKIT_HPS);
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}
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return MEDKIT_HEAL_AMOUNT;
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}
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