- Switched to custom pmove code (early, WIP) instead of the engine one, again - Made nightvision compatible with splitscreen modes - Player animation fixes - Prediction fixes - Fixed radius damage, so grenades and bombs should apply proper damage now - Added func_wall_toggle - Small entity fixes
36 lines
654 B
C++
36 lines
654 B
C++
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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class func_recharge:CBaseTrigger
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{
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float m_flDelay;
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void() func_recharge;
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virtual void() PlayerUse;
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};
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void func_recharge::PlayerUse(void)
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{
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eActivator.flags = (eActivator.flags - FL_USERELEASED);
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if (m_flDelay > time) {
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return;
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}
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eActivator.armor = bound(0, eActivator.armor += 15, 100);
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m_flDelay = time + 1.0f;
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}
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void func_recharge::func_recharge(void)
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{
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solid = SOLID_BSP;
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movetype = MOVETYPE_PUSH;
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setorigin(this, origin);
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setmodel(this, model);
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gflags = GF_USABLE;
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}
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