Пример #1
0
void CASW_Shaman::NPCThink( void )
{
	BaseClass::NPCThink();

	CBaseEntity *pHealTarget = NULL;
	if ( GetPrimaryBehavior() == &m_HealOtherBehavior )
	{
		pHealTarget = m_HealOtherBehavior.GetCurrentHealTarget();
		if ( pHealTarget )
		{
			pHealTarget->TakeHealth( m_HealOtherBehavior.m_flHealAmount * pHealTarget->GetMaxHealth(), DMG_GENERIC );
		}
	}
	SetCurrentHealingTarget( pHealTarget );
}
Пример #2
0
//-----------------------------------------------------------------------------
// Purpose: Returns a pointer to a healable target
//-----------------------------------------------------------------------------
bool CWeaponMedigun::FindAndHealTargets( void )
{
	CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
	if ( !pOwner )
		return false;

	bool bFound = false;

	// Maintaining beam to existing target?
	CBaseEntity *pTarget = m_hHealingTarget;
	if ( pTarget && pTarget->IsAlive() )
	{
		MaintainTargetInSlot();
	}
	else
	{	
		FindNewTargetForSlot();
	}

	CBaseEntity *pNewTarget = m_hHealingTarget;
	if ( pNewTarget && pNewTarget->IsAlive() )
	{
		CTFPlayer *pTFPlayer = ToTFPlayer( pNewTarget );

#ifdef GAME_DLL
		// HACK: For now, just deal with players
		if ( pTFPlayer )
		{
			if ( pTarget != pNewTarget && pNewTarget->IsPlayer() )
			{
				pTFPlayer->m_Shared.Heal( pOwner, GetHealRate() );
			}

			pTFPlayer->m_Shared.RecalculateChargeEffects( false );
		}

		if ( m_flReleaseStartedAt && m_flReleaseStartedAt < (gpGlobals->curtime + 0.2) )
		{
			// When we start the release, everyone we heal rockets to full health
			pNewTarget->TakeHealth( pNewTarget->GetMaxHealth(), DMG_GENERIC );
		}
#endif
	
		bFound = true;

		// Charge up our power if we're not releasing it, and our target
		// isn't receiving any benefit from our healing.
		if ( !m_bChargeRelease )
		{
			if ( pTFPlayer )
			{
				int iBoostMax = floor( pTFPlayer->m_Shared.GetMaxBuffedHealth() * 0.95);

				if ( weapon_medigun_charge_rate.GetFloat() )
				{
					float flChargeAmount = gpGlobals->frametime / weapon_medigun_charge_rate.GetFloat();

					// Reduced charge for healing fully healed guys
					if ( pNewTarget->GetHealth() >= iBoostMax && ( TFGameRules() && !TFGameRules()->InSetup() ) )
					{
						flChargeAmount *= 0.5;
					}

					int iTotalHealers = pTFPlayer->m_Shared.GetNumHealers();
					if ( iTotalHealers > 1 )
					{
						flChargeAmount /= (float)iTotalHealers;
					}

					float flNewLevel = min( m_flChargeLevel + flChargeAmount, 1.0 );
#ifdef GAME_DLL
					if ( flNewLevel >= 1.0 && m_flChargeLevel < 1.0 )
					{
						pOwner->SpeakConceptIfAllowed( MP_CONCEPT_MEDIC_CHARGEREADY );

						if ( pTFPlayer )
						{
							pTFPlayer->SpeakConceptIfAllowed( MP_CONCEPT_HEALTARGET_CHARGEREADY );
						}
					}
#endif
					m_flChargeLevel = flNewLevel;
				}
			}
		}
	}

	return bFound;
}