/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ class func_recharge:CBaseTrigger { float m_flDelay; void() func_recharge; virtual void() PlayerUse; }; void func_recharge::PlayerUse(void) { eActivator.flags = (eActivator.flags - FL_USERELEASED); if (m_flDelay > time) { return; } eActivator.armor = bound(0, eActivator.armor += 15, 100); m_flDelay = time + 1.0f; } void func_recharge::func_recharge(void) { solid = SOLID_BSP; movetype = MOVETYPE_PUSH; setorigin(this, origin); setmodel(this, model); gflags = GF_USABLE; }