//-----------------------------------------------------------------------------
// Purpose: Returns the magnitude of the entity's angular velocity.
//-----------------------------------------------------------------------------
void CPointVelocitySensor::SampleVelocity( void )
{
	if ( m_hTargetEntity == NULL )
		return;

	Vector vecVelocity;

	if ( m_hTargetEntity->GetMoveType() == MOVETYPE_VPHYSICS )
	{
		IPhysicsObject *pPhys = m_hTargetEntity->VPhysicsGetObject();
		if ( pPhys != NULL )
		{
			pPhys->GetVelocity( &vecVelocity, NULL );
		}
	}
	else
	{
		vecVelocity = m_hTargetEntity->GetAbsVelocity();
	}

	/*
	float flSpeed = VectorNormalize( vecVelocity );
	float flDot = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f;
	*/
	// We want the component of the velocity vector in the direction of the axis, which since the
	// axis is normalized is simply their dot product (eg V . A = |V|*|A|*cos(theta) )
	m_fPrevVelocity = ( m_vecAxis != vec3_origin ) ? DotProduct( vecVelocity, m_vecAxis ) : 1.0f;

	// if it's changed since the last frame, poke the output 
	if ( m_fPrevVelocity != m_Velocity.Get() )
	{
		m_Velocity.Set( m_fPrevVelocity, NULL, NULL );
	}
}
Esempio n. 2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CGameUI::Deactivate( CBaseEntity *pActivator )
{
	CBasePlayer *pPlayer = m_player;

	AssertMsg(pPlayer, "CGameUI deactivated without a player!");

	if (pPlayer)
	{
		// Re-enable player motion
		if ( FBitSet( m_spawnflags, SF_GAMEUI_FREEZE_PLAYER ) )
		{
			m_player->RemoveFlag( FL_ATCONTROLS );
		}

		// Restore weapons
		if ( FBitSet( m_spawnflags, SF_GAMEUI_HIDE_WEAPON ) )
		{
			// Turn the hud back on
			pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION;

			if ( m_hSaveWeapon.Get() )
			{
				m_player->Weapon_Switch( m_hSaveWeapon.Get() );
				m_hSaveWeapon = NULL;
			}

			if ( pPlayer->GetActiveWeapon() )
			{
				pPlayer->GetActiveWeapon()->Deploy();
			}
		}

		// Announce that the player is no longer controlling through us
		m_playerOff.FireOutput( pPlayer, this, 0 );

		// Clear out the axis controls
		m_xaxis.Set( 0, pPlayer, this );
		m_yaxis.Set( 0, pPlayer, this );
		m_attackaxis.Set( 0, pPlayer, this );
		m_attack2axis.Set( 0, pPlayer, this );
		m_nLastButtonState = 0;
		m_player = NULL;
	}
	else
	{
		Warning("%s Deactivate(): I have no player when called by %s!\n", GetEntityName().ToCStr(), pActivator->GetEntityName().ToCStr());
	}
	
	// Stop thinking
	SetNextThink( TICK_NEVER_THINK );
}
//-----------------------------------------------------------------------------
// Purpose: Compares the given entity's angular velocity to the threshold velocity.
// Input  : pEntity - Entity whose angular velocity is being measured.
//			flThreshold - 
// Output : Returns -1 if less than, 0 if equal to, or 1 if greater than the threshold.
//-----------------------------------------------------------------------------
int CPointAngularVelocitySensor::CompareToThreshold(CBaseEntity *pEntity, float flThreshold, bool bFireVelocityOutput)
{
	if (pEntity == NULL)
	{
		return 0;
	}

	float flAngVelocity = SampleAngularVelocity(pEntity);

	if ( g_debug_angularsensor.GetBool() )
	{
		DrawDebugLines();
	}

	if (bFireVelocityOutput && (flAngVelocity != m_flLastAngVelocity))
	{
		m_AngularVelocity.Set(flAngVelocity, pEntity, this);
		m_flLastAngVelocity = flAngVelocity;
	}

	if (flAngVelocity > flThreshold)
	{
		return 1;
	}

	if (flAngVelocity == flThreshold)
	{
		return 0;
	}

	return -1;
}
Esempio n. 4
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CGameUI::Deactivate( CBaseEntity *pActivator )
{
	CBasePlayer *pPlayer = m_player;

	// If deactivated by the player using me
	if ( pPlayer == pActivator )
	{
		// Re-enable player motion
		if (FBitSet(m_spawnflags, SF_GAMEUI_FREEZE_PLAYER))
		{
			m_player->RemoveFlag( FL_ATCONTROLS );
		}

		// Restore weapons
		if (FBitSet(m_spawnflags, SF_GAMEUI_HIDE_WEAPON))
		{
			// Turn the hud back on
			pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONS;

			if (m_hSaveWeapon.Get())
			{
				m_player->Weapon_Switch( m_hSaveWeapon.Get() );
				m_hSaveWeapon = NULL;
			}

			if ( pPlayer->GetActiveWeapon() )
			{
				pPlayer->GetActiveWeapon()->Deploy();
			}
		}

		m_playerOff.FireOutput( pPlayer, this, 0 );

		// clear out the axis controls
		m_xaxis.Set( 0, pPlayer, this );
		m_yaxis.Set( 0, pPlayer, this );
		m_attackaxis.Set( 0, pPlayer, this );
		m_attack2axis.Set( 0, pPlayer, this );

		m_player = NULL;
		SetNextThink( TICK_NEVER_THINK );
	}
}
Esempio n. 5
0
//-----------------------------------------------------------------------------
// Purpose: Called every frame.
//-----------------------------------------------------------------------------
void CPointAngleSensor::Think(void)
{
	if (m_hTargetEntity != NULL)
	{
		Vector forward;
		m_hTargetEntity->GetVectors(&forward, NULL, NULL);
		m_TargetDir.Set(forward, this, this);

		if (m_hLookAtEntity != NULL)
		{
			//
			// Check to see if the measure entity's forward vector has been within
			// given tolerance of the target entity for the given period of time.
			//
			float flDot;
			if (IsFacingWithinTolerance(m_hTargetEntity, m_hLookAtEntity, m_flDotTolerance, &flDot ))
			{
				if (!m_bFired)
				{
					if (!m_flFacingTime)
					{
						m_flFacingTime = gpGlobals->curtime;
					}

					if (gpGlobals->curtime >= m_flFacingTime + m_flDuration)
					{
						m_OnFacingLookat.FireOutput(this, this);
						m_bFired = true;
					}
				}
			}
			else 
			{
				// Reset the fired state
				if ( m_bFired )
				{
					m_bFired = false;
				}

				// Always reset the time when we've lost our facing
				m_flFacingTime = 0;
			}
			
			// Output the angle range we're in
			float flPerc = RemapValClamped( flDot, 1.0f, m_flDotTolerance, 1.0f, 0.0f );
			m_FacingPercentage.Set( flPerc, this, this );
		}

		SetNextThink( gpGlobals->curtime );
	}
}
Esempio n. 6
0
//-----------------------------------------------------------------------------
// Purpose: Called every frame
//-----------------------------------------------------------------------------
void CPointProximitySensor::Think( void )
{
	if ( m_hTargetEntity != NULL )
	{
		Vector vecTestDir = ( m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin() );
		float flDist = VectorNormalize( vecTestDir );

		// If we're only interested in the distance along a vector, modify the length the accomodate that
		if ( HasSpawnFlags( SF_PROXIMITY_TEST_AGAINST_AXIS ) )
		{
			Vector vecDir;
			GetVectors( &vecDir, NULL, NULL );

			float flDot = DotProduct( vecTestDir, vecDir );
			flDist *= fabs( flDot );
		}

		m_Distance.Set( flDist, this, this );
		SetNextThink( gpGlobals->curtime );
	}
}
void CNewRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{ 
	// if it's not a player, ignore
	if ( !pActivator || !pActivator->IsPlayer() )
		return;

	CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pActivator);

	// Reset to a state of continuous use.
	m_iCaps = FCAP_CONTINUOUS_USE;

	if ( m_iOn )
	{
		float flCharges = CHARGES_PER_SECOND;
		float flCalls = CALLS_PER_SECOND;

		if ( HasSpawnFlags( SF_CITADEL_RECHARGER ) )
			 flCharges = CITADEL_CHARGES_PER_SECOND;

		m_flJuice -= flCharges / flCalls;		
		StudioFrameAdvance();
	}

	// Only usable if you have the HEV suit on
	if ( !pPlayer->IsSuitEquipped() )
	{
		if (m_flSoundTime <= gpGlobals->curtime)
		{
			m_flSoundTime = gpGlobals->curtime + 0.62;
			EmitSound( "SuitRecharge.Deny" );
		}
		return;
	}

	// if there is no juice left, turn it off
	if ( m_iJuice <= 0 )
	{
		// Start our deny animation over again
		ResetSequence( LookupSequence( "emptyclick" ) );
		
		m_nState = 1;
		
		// Shut off
		Off();
		
		// Play a deny sound
		if ( m_flSoundTime <= gpGlobals->curtime )
		{
			m_flSoundTime = gpGlobals->curtime + 0.62;
			EmitSound( "SuitRecharge.Deny" );
		}

		return;
	}

	// Get our maximum armor value
	int nMaxArmor = 100;
	if ( HasSpawnFlags(	SF_CITADEL_RECHARGER ) )
	{
		nMaxArmor = sk_suitcharger_citadel_maxarmor.GetInt();
	}
	
	int nIncrementArmor = 1;

	// The citadel charger gives more per charge and also gives health
	if ( HasSpawnFlags(	SF_CITADEL_RECHARGER ) )
	{
		nIncrementArmor = 10;
		
#ifdef HL2MP
		nIncrementArmor = 2;
#endif

		// Also give health for the citadel version.
		if ( pActivator->GetHealth() < pActivator->GetMaxHealth() && m_flNextCharge < gpGlobals->curtime )
		{
			pActivator->TakeHealth( 5, DMG_GENERIC );
		}
	}

	// If we're over our limit, debounce our keys
	if ( pPlayer->ArmorValue() >= nMaxArmor)
	{
		// Citadel charger must also be at max health
		if ( !HasSpawnFlags(SF_CITADEL_RECHARGER) || ( HasSpawnFlags( SF_CITADEL_RECHARGER ) && pActivator->GetHealth() >= pActivator->GetMaxHealth() ) )
		{
			// Make the user re-use me to get started drawing health.
			pPlayer->m_afButtonPressed &= ~IN_USE;
			m_iCaps = FCAP_IMPULSE_USE;
			
			EmitSound( "SuitRecharge.Deny" );
			return;
		}
	}

	// This is bumped out if used within the time period
	SetNextThink( gpGlobals->curtime + CHARGE_RATE );
	SetThink( &CNewRecharge::Off );

	// Time to recharge yet?
	if ( m_flNextCharge >= gpGlobals->curtime )
		return;
	
	// Play the on sound or the looping charging sound
	if ( !m_iOn )
	{
		m_iOn++;
		EmitSound( "SuitRecharge.Start" );
		m_flSoundTime = 0.56 + gpGlobals->curtime;

		m_OnPlayerUse.FireOutput( pActivator, this );
	}

	if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->curtime))
	{
		m_iOn++;
		CPASAttenuationFilter filter( this, "SuitRecharge.ChargingLoop" );
		filter.MakeReliable();
		EmitSound( filter, entindex(), "SuitRecharge.ChargingLoop" );
	}

	// Give armor if we need it
	if ( pPlayer->ArmorValue() < nMaxArmor )
	{
		UpdateJuice( m_iJuice - nIncrementArmor );
		pPlayer->IncrementArmorValue( nIncrementArmor, nMaxArmor );
	}

	// Send the output.
	float flRemaining = m_iJuice / MaxJuice();
	m_OutRemainingCharge.Set(flRemaining, pActivator, this);

	// govern the rate of charge
	m_flNextCharge = gpGlobals->curtime + 0.1;
}
void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{ 
	// if it's not a player, ignore
	if ( !pActivator || !pActivator->IsPlayer() )
		return;

	// Only usable if you have the HEV suit on
	if ( !((CBasePlayer *)pActivator)->IsSuitEquipped() )
	{
		if (m_flSoundTime <= gpGlobals->curtime)
		{
			m_flSoundTime = gpGlobals->curtime + 0.62;
			EmitSound( "SuitRecharge.Deny" );
		}
		return;
	}

	// if there is no juice left, turn it off
	if (m_iJuice <= 0)
	{
		m_nState = 1;			
		Off();
	}

	// if the player doesn't have the suit, or there is no juice left, make the deny noise
	if ( m_iJuice <= 0 )
	{
		if (m_flSoundTime <= gpGlobals->curtime)
		{
			m_flSoundTime = gpGlobals->curtime + 0.62;
			EmitSound( "SuitRecharge.Deny" );
		}
		return;
	}

	SetNextThink( gpGlobals->curtime + 0.25 );
	SetThink(&CRecharge::Off);

	// Time to recharge yet?
	if (m_flNextCharge >= gpGlobals->curtime)
		return;

	// Make sure that we have a caller
	if (!pActivator)
		return;

	m_hActivator = pActivator;

	//only recharge the player

	if (!m_hActivator->IsPlayer() )
		return;
	
	// Play the on sound or the looping charging sound
	if (!m_iOn)
	{
		m_iOn++;
		EmitSound( "SuitRecharge.Start" );
		m_flSoundTime = 0.56 + gpGlobals->curtime;

		m_OnPlayerUse.FireOutput( pActivator, this );
	}

	if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->curtime))
	{
		m_iOn++;
		CPASAttenuationFilter filter( this, "SuitRecharge.ChargingLoop" );
		filter.MakeReliable();
		EmitSound( filter, entindex(), "SuitRecharge.ChargingLoop" );
	}

	CBasePlayer *pl = (CBasePlayer *) m_hActivator.Get();

	// charge the player
	int nMaxArmor = 100;
	int nIncrementArmor = 1;
	if ( HasSpawnFlags(	SF_CITADEL_RECHARGER ) )
	{
		nMaxArmor = sk_suitcharger_citadel_maxarmor.GetInt();
		nIncrementArmor = 10;

		// Also give health for the citadel version.
		if( pActivator->GetHealth() < pActivator->GetMaxHealth() )
		{
			pActivator->TakeHealth( 5, DMG_GENERIC );
		}
	}

	if (pl->ArmorValue() < nMaxArmor)
	{
		UpdateJuice( m_iJuice - nIncrementArmor );
		pl->IncrementArmorValue( nIncrementArmor, nMaxArmor );
	}

	// Send the output.
	float flRemaining = m_iJuice / MaxJuice();
	m_OutRemainingCharge.Set(flRemaining, pActivator, this);

	// govern the rate of charge
	m_flNextCharge = gpGlobals->curtime + 0.1;
}
void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{ 
	// if it's not a player, ignore
	if ( !pActivator->IsPlayer() )
		return;

	// if there is no juice left, turn it off
	if (m_iJuice <= 0)
	{
		SetTextureFrameIndex( 1 );
		Off();
	}

	// if the player doesn't have the suit, or there is no juice left, make the deny noise
	if ( m_iJuice <= 0 )
	{
		if (m_flSoundTime <= gpGlobals->curtime)
		{
			m_flSoundTime = gpGlobals->curtime + 0.62;
			EmitSound( "SuitRecharge.Deny" );
		}
		return;
	}

	SetNextThink( gpGlobals->curtime + 0.25 );
	SetThink(Off);

	// Time to recharge yet?

	if (m_flNextCharge >= gpGlobals->curtime)
		return;

	// Make sure that we have a caller
	if (!pActivator)
		return;

	m_hActivator = pActivator;

	//only recharge the player

	if (!m_hActivator->IsPlayer() )
		return;
	
	// Play the on sound or the looping charging sound
	if (!m_iOn)
	{
		m_iOn++;
		EmitSound( "SuitRecharge.Start" );
		m_flSoundTime = 0.56 + gpGlobals->curtime;
	}
	if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->curtime))
	{
		m_iOn++;
		CPASAttenuationFilter filter( this, "SuitRecharge.ChargingLoop" );
		filter.MakeReliable();
		EmitSound( filter, entindex(), "SuitRecharge.ChargingLoop" );
	}

	CBasePlayer *pl = (CBasePlayer *) m_hActivator.Get();

	// charge the player
	if (pl->ArmorValue() < 100)
	{
		m_iJuice--;
		pl->IncrementArmorValue( 1, 100 );
	}

	// Send the output.
	float flRemaining = m_iJuice / sk_suitcharger.GetFloat();
	m_OutRemainingCharge.Set(flRemaining, pActivator, this);

	// govern the rate of charge
	m_flNextCharge = gpGlobals->curtime + 0.1;
}
Esempio n. 10
0
//------------------------------------------------------------------------------
// Purpose: Samples the player's inputs and fires outputs based on what buttons
//			are currently held down.
//------------------------------------------------------------------------------
void CGameUI::Think( void )
{
	CBasePlayer *pPlayer = m_player;

	// If player is gone, stop thinking
	if (pPlayer == NULL)
	{
		SetNextThink( TICK_NEVER_THINK );
		return;
	}

	// If we're forcing an update, state with a clean button state
	if ( m_bForceUpdate )
	{
		m_nLastButtonState = pPlayer->m_nButtons;
	}

	// ------------------------------------------------
	// Check that toucher is facing the UI within
	// the field of view tolerance.  If not disconnect
	// ------------------------------------------------
	if (m_flFieldOfView > -1)
	{
		Vector vPlayerFacing;
		pPlayer->EyeVectors( &vPlayerFacing );
		Vector vPlayerToUI =  GetAbsOrigin() - pPlayer->WorldSpaceCenter();
		VectorNormalize(vPlayerToUI);

		float flDotPr = DotProduct(vPlayerFacing,vPlayerToUI);
		if (flDotPr < m_flFieldOfView)
		{
			Deactivate( pPlayer );
			return;
		}
	}

	pPlayer->AddFlag( FL_ONTRAIN );
	SetNextThink( gpGlobals->curtime );

	// Deactivate if they jump or press +use.
	// FIXME: prevent the use from going through in player.cpp
	if ((( pPlayer->m_afButtonPressed & IN_USE ) && ( m_spawnflags & SF_GAMEUI_USE_DEACTIVATES )) ||
		(( pPlayer->m_afButtonPressed & IN_JUMP ) && ( m_spawnflags & SF_GAMEUI_JUMP_DEACTIVATES )))
	{
		Deactivate( pPlayer );
		return;
	}

	// Determine what's different
	int nButtonsChanged = ( pPlayer->m_nButtons ^ m_nLastButtonState );

	//
	// Handle all our possible input triggers
	//

	if ( nButtonsChanged & IN_MOVERIGHT )
	{
		if ( m_nLastButtonState & IN_MOVERIGHT )
		{
			m_unpressedMoveRight.FireOutput( pPlayer, this, 0 );
		}
		else
		{
			m_pressedMoveRight.FireOutput( pPlayer, this, 0 );
		}
	}

	if ( nButtonsChanged & IN_MOVELEFT )
	{
		if ( m_nLastButtonState & IN_MOVELEFT )
		{
			m_unpressedMoveLeft.FireOutput( pPlayer, this, 0 );
		}
		else
		{
			m_pressedMoveLeft.FireOutput( pPlayer, this, 0 );
		}
	}

	if ( nButtonsChanged & IN_FORWARD )
	{
		if ( m_nLastButtonState & IN_FORWARD )
		{
			m_unpressedForward.FireOutput( pPlayer, this, 0 );
		}
		else
		{
			m_pressedForward.FireOutput( pPlayer, this, 0 );
		}
	}

	if ( nButtonsChanged & IN_BACK )
	{
		if ( m_nLastButtonState & IN_BACK )
		{
			m_unpressedBack.FireOutput( pPlayer, this, 0 );
		}
		else
		{
			m_pressedBack.FireOutput( pPlayer, this, 0 );
		}
	}

	if ( nButtonsChanged & IN_ATTACK )
	{
		if ( m_nLastButtonState & IN_ATTACK )
		{
			m_unpressedAttack.FireOutput( pPlayer, this, 0 );
		}
		else
		{
			m_pressedAttack.FireOutput( pPlayer, this, 0 );
		}
	}

	if ( nButtonsChanged & IN_ATTACK2 )
	{
		if ( m_nLastButtonState & IN_ATTACK2 )
		{
			m_unpressedAttack2.FireOutput( pPlayer, this, 0 );
		}
		else
		{
			m_pressedAttack2.FireOutput( pPlayer, this, 0 );
		}
	}

	// Setup for the next frame
	m_nLastButtonState = pPlayer->m_nButtons;

	float x = 0, y = 0, attack = 0, attack2 = 0;
	if ( pPlayer->m_nButtons & IN_MOVERIGHT )
	{
		x = 1;
	}
	else if ( pPlayer->m_nButtons & IN_MOVELEFT )
	{
		x = -1;
	}

	if ( pPlayer->m_nButtons & IN_FORWARD )
	{
		y = 1;
	}
	else if ( pPlayer->m_nButtons & IN_BACK )
	{
		y = -1;
	}

	if ( pPlayer->m_nButtons & IN_ATTACK )
	{
		attack = 1;
	}

	if ( pPlayer->m_nButtons & IN_ATTACK2 )
	{
		attack2 = 1;
	}

	//
	// Fire the analog outputs if they changed.
	//
	if ( m_bForceUpdate || ( m_xaxis.Get() != x ) )
	{
		m_xaxis.Set( x, pPlayer, this );
	}

	if ( m_bForceUpdate || ( m_yaxis.Get() != y ) )
	{
		m_yaxis.Set( y, pPlayer, this );
	}

	if ( m_bForceUpdate || ( m_attackaxis.Get() != attack ) )
	{
		m_attackaxis.Set( attack, pPlayer, this );
	}

	if ( m_bForceUpdate || ( m_attack2axis.Get() != attack2 ) )
	{
		m_attack2axis.Set( attack2, pPlayer, this );
	}

	m_bForceUpdate = false;
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pActivator - 
//			*pCaller - 
//			useType - 
//			value - 
//-----------------------------------------------------------------------------
void CNewWallHealth::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{ 
	// Make sure that we have a caller
	if (!pActivator)
		return;

	// if it's not a player, ignore
	if ( !pActivator->IsPlayer() )
		return;
	CBasePlayer *pPlayer = dynamic_cast<CBasePlayer *>(pActivator);

	// Reset to a state of continuous use.
	m_iCaps = FCAP_CONTINUOUS_USE;

	if ( m_iOn )
	{
		float flCharges = CHARGES_PER_SECOND;
		float flCalls = CALLS_PER_SECOND;

		m_flJuice -= flCharges / flCalls;
		StudioFrameAdvance();
	}

	// if there is no juice left, turn it off
	if (m_iJuice <= 0)
	{
		ResetSequence( LookupSequence( "emptyclick" ) );
		m_nState = 1;			
		Off();
	}

	// if the player doesn't have the suit, or there is no juice left, make the deny noise.
	// disabled HEV suit dependency for now.
	//if ((m_iJuice <= 0) || (!(pActivator->m_bWearingSuit)))
	if (m_iJuice <= 0)
	{
		if (m_flSoundTime <= gpGlobals->curtime)
		{
			m_flSoundTime = gpGlobals->curtime + 0.62;
			EmitSound( "WallHealth.Deny" );
		}
		return;
	}

	if( pActivator->GetHealth() >= pActivator->GetMaxHealth() )
	{
		if( pPlayer )
		{
			pPlayer->m_afButtonPressed &= ~IN_USE;
		}

		// Make the user re-use me to get started drawing health.
		m_iCaps = FCAP_IMPULSE_USE;
		
		EmitSound( "WallHealth.Deny" );
		return;
	}

	SetNextThink( gpGlobals->curtime + CHARGE_RATE );
	SetThink( &CNewWallHealth::Off );

	// Time to recharge yet?

	if (m_flNextCharge >= gpGlobals->curtime)
		return;

	// Play the on sound or the looping charging sound
	if (!m_iOn)
	{
		m_iOn++;
		EmitSound( "WallHealth.Start" );
		m_flSoundTime = 0.56 + gpGlobals->curtime;

		m_OnPlayerUse.FireOutput( pActivator, this );
	}
	if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->curtime))
	{
		m_iOn++;
		CPASAttenuationFilter filter( this, "WallHealth.LoopingContinueCharge" );
		filter.MakeReliable();
		EmitSound( filter, entindex(), "WallHealth.LoopingContinueCharge" );
	}

	// charge the player
	if ( pActivator->TakeHealth( 1, DMG_GENERIC ) )
	{
		m_iJuice--;
	}

	// Send the output.
	float flRemaining = m_iJuice / sk_healthcharger.GetFloat();
	m_OutRemainingHealth.Set(flRemaining, pActivator, this);

	// govern the rate of charge
	m_flNextCharge = gpGlobals->curtime + 0.1;
}
void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{ 
	// Make sure that we have a caller
	if (!pActivator)
		return;

	// if it's not a player, ignore
	if ( !pActivator->IsPlayer() )
		return;

	CBasePlayer *pPlayer = dynamic_cast<CBasePlayer *>( pActivator );

	if ( pPlayer == NULL )
		 return;

	// Reset to a state of continuous use.
	m_iCaps = FCAP_CONTINUOUS_USE;

	// if there is no juice left, turn it off
	if (m_iJuice <= 0)
	{
		SetTextureFrameIndex( 1 );
		Off();
	}

	// if the player doesn't have the suit, or there is no juice left, make the deny noise
	if ( m_iJuice <= 0 )
	{
		if (m_flSoundTime <= gpGlobals->curtime)
		{
			m_flSoundTime = gpGlobals->curtime + 0.62;
			EmitSound( "SuitRecharge.Deny" );
		}
		return;
	}

		// If we're over our limit, debounce our keys
	if ( pPlayer->ArmorValue() >= HL1_MAX_ARMOR)
	{
		// Make the user re-use me to get started drawing health.
		pPlayer->m_afButtonPressed &= ~IN_USE;
		m_iCaps = FCAP_IMPULSE_USE;
		
		EmitSound( "SuitRecharge.Deny" );
		return;
	}

	SetNextThink( gpGlobals->curtime + 0.25 );
	SetThink(&CRecharge::Off);

	// Time to recharge yet?

	if (m_flNextCharge >= gpGlobals->curtime)
		return;

	m_hActivator = pActivator;

	
	// Play the on sound or the looping charging sound
	if (!m_iOn)
	{
		m_iOn++;
		EmitSound( "SuitRecharge.Start" );
		m_flSoundTime = 0.56 + gpGlobals->curtime;
	}
	if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->curtime))
	{
		m_iOn++;
		CPASAttenuationFilter filter( this, "SuitRecharge.ChargingLoop" );
		filter.MakeReliable();
		EmitSound( filter, entindex(), "SuitRecharge.ChargingLoop" );
	}

	CBasePlayer *pl = (CBasePlayer *) m_hActivator.Get();

	// charge the player
	if (pl->ArmorValue() < HL1_MAX_ARMOR)
	{
		m_iJuice--;
		pl->IncrementArmorValue( 1, HL1_MAX_ARMOR );
	}

	// Send the output.
	float flRemaining = m_iJuice / sk_suitcharger.GetFloat();
	m_OutRemainingCharge.Set(flRemaining, pActivator, this);

	// govern the rate of charge
	m_flNextCharge = gpGlobals->curtime + 0.1;
}