source-engine/game/shared/swarm/asw_weapon_medkit_shared.cpp
2023-10-03 17:23:56 +03:00

159 lines
3.7 KiB
C++

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