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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Upgrade that heals the object over time
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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 "tf_player.h"
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#include "tf_team.h"
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#include "tf_gamerules.h"
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#include "tf_obj.h"
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#include "tf_obj_selfheal.h"
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#include "ndebugoverlay.h"
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// ------------------------------------------------------------------------ //
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// Self Heal defines
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#define SELFHEAL_MINS Vector(-10, -10, 0)
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#define SELFHEAL_MAXS Vector( 10, 10, 10)
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#define SELFHEAL_MODEL "models/objects/obj_selfheal.mdl"
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BEGIN_DATADESC( CObjectSelfHeal )
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DEFINE_THINKFUNC( SelfHealThink ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CObjectSelfHeal, DT_ObjectSelfHeal)
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END_SEND_TABLE();
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LINK_ENTITY_TO_CLASS(obj_selfheal, CObjectSelfHeal);
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PRECACHE_REGISTER(obj_selfheal);
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ConVar obj_selfheal_health( "obj_selfheal_health","100", FCVAR_NONE, "Self-Heal health" );
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ConVar obj_selfheal_rate( "obj_selfheal_rate","1.0", FCVAR_NONE, "Rate at which the Self-Heal object repairs it's parent" );
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ConVar obj_selfheal_amount( "obj_selfheal_amount","3", FCVAR_NONE, "Amount of health healed by a Self-Heal object per tick" );
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#define SELFHEAL_THINK_CONTEXT "SelfHealThink"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CObjectSelfHeal::CObjectSelfHeal()
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{
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UseClientSideAnimation();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectSelfHeal::Spawn()
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{
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Precache();
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SetModel( SELFHEAL_MODEL );
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SetCollisionGroup( TFCOLLISION_GROUP_COMBATOBJECT );
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UTIL_SetSize(this, SELFHEAL_MINS, SELFHEAL_MAXS);
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m_takedamage = DAMAGE_YES;
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m_iHealth = obj_selfheal_health.GetInt();
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SetType( OBJ_SELFHEAL );
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m_fObjectFlags |= OF_SUPPRESS_NOTIFY_UNDER_ATTACK | OF_SUPPRESS_TECH_ANALYZER |
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OF_DONT_AUTO_REPAIR | OF_MUST_BE_BUILT_ON_ATTACHMENT;
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectSelfHeal::Precache()
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{
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PrecacheModel( SELFHEAL_MODEL );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectSelfHeal::FinishedBuilding( void )
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{
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BaseClass::FinishedBuilding();
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SetContextThink( SelfHealThink, gpGlobals->curtime + obj_selfheal_rate.GetFloat(), SELFHEAL_THINK_CONTEXT );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Heal the object I'm attached to
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//-----------------------------------------------------------------------------
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void CObjectSelfHeal::SelfHealThink( void )
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{
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if ( !GetTeam() )
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return;
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CBaseObject *pObject = GetParentObject();
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if ( !pObject )
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{
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Killed();
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return;
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}
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SetNextThink( gpGlobals->curtime + obj_selfheal_rate.GetFloat(), SELFHEAL_THINK_CONTEXT );
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// Don't heal if we've been EMPed
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if ( HasPowerup( POWERUP_EMP ) )
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return;
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// Don't bring objects back from the dead
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if ( !pObject->IsAlive() || pObject->IsDying() )
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return;
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// Repair our parent if it's hurt
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pObject->Repair( obj_selfheal_amount.GetFloat() );
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}
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