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add hl1,portal,dod source code
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@@ -0,0 +1,78 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Handling for the suit batteries.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "player.h"
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#include "basecombatweapon.h"
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#include "gamerules.h"
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#include "items.h"
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#include "engine/IEngineSound.h"
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#include "hl1_items.h"
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#define BATTERY_MODEL "models/w_battery.mdl"
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ConVar sk_battery( "sk_battery","0" );
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class CItemBattery : public CHL1Item
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{
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public:
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DECLARE_CLASS( CItemBattery, CHL1Item );
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void Spawn( void )
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{
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Precache( );
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SetModel( BATTERY_MODEL );
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BaseClass::Spawn( );
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}
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void Precache( void )
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{
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PrecacheModel( BATTERY_MODEL );
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PrecacheScriptSound( "Item.Pickup" );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if ((pPlayer->ArmorValue() < MAX_NORMAL_BATTERY) && pPlayer->IsSuitEquipped())
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{
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int pct;
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char szcharge[64];
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pPlayer->IncrementArmorValue( sk_battery.GetFloat(), MAX_NORMAL_BATTERY );
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CPASAttenuationFilter filter( pPlayer, "Item.Pickup" );
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EmitSound( filter, pPlayer->entindex(), "Item.Pickup" );
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CSingleUserRecipientFilter user( pPlayer );
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user.MakeReliable();
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UserMessageBegin( user, "ItemPickup" );
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WRITE_STRING( GetClassname() );
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MessageEnd();
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// Suit reports new power level
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// For some reason this wasn't working in release build -- round it.
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pct = (int)( (float)(pPlayer->ArmorValue() * 100.0) * (1.0/MAX_NORMAL_BATTERY) + 0.5);
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pct = (pct / 5);
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if (pct > 0)
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pct--;
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Q_snprintf( szcharge,sizeof(szcharge),"!HEV_%1dP", pct );
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//UTIL_EmitSoundSuit(edict(), szcharge);
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pPlayer->SetSuitUpdate(szcharge, FALSE, SUIT_NEXT_IN_30SEC);
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(item_battery, CItemBattery);
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PRECACHE_REGISTER(item_battery);
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