Item entity representing a revive soul pickup. It spawns with movement parameters, floats/rotates, attracts to dead players within range, and revives a dead player on collision.
using System;
using Sandbox;
using Sandbox.Diagnostics;
using Sandbox.Utility;
public class ReviveSoul : Item
{
private float _rotateTimeOffset;
private float _personalRotateSpeed;
public override Vector3 SpawnScale => new Vector3( 0.8f );
protected override void OnStart()
{
base.OnStart();
Lifetime = 95f;
ShouldCheckBounds = true;
PushStrength = 500f;
BaseZPos = -12f;
WorldPosition = WorldPosition.WithZ( BaseZPos );
if ( IsProxy )
return;
Deceleration = 0.92f;
_rotateTimeOffset = Game.Random.Float( 0f, 10f );
_personalRotateSpeed = Game.Random.Float( 4f, 8f );
}
protected override void OnUpdate()
{
base.OnUpdate();
if ( Manager.Instance.IsGameOver )
return;
var localPlayer = Manager.Instance.LocalPlayer;
ModelRenderer.Tint = Color.White.WithAlpha( localPlayer.IsValid() && localPlayer.IsDead ? 1f : 0.5f );
if ( IsProxy )
return;
LocalRotation = Rotation.From( new Angles( 0f, -90f, Utils.FastSin( _rotateTimeOffset + Time.Now * _personalRotateSpeed ) * 7f ) );
if ( !IsInTheAir )
{
foreach ( var player in Manager.Instance.Players )
{
if ( !player.IsValid() )
continue;
if ( player.IsDead )
{
var dist_sqr = (Position2D - player.Position2D).LengthSquared;
var req_dist_sqr = MathF.Pow( player.GetSyncStat( PlayerStat.CoinAttractRange ), 2f );
if ( dist_sqr < req_dist_sqr )
{
if ( (player.Position2D - Position2D).LengthSquared > Manager.TOUCH_DIST_REQUIRED_SQR )
Velocity += (player.Position2D - Position2D).Normal * Utils.Map( dist_sqr, req_dist_sqr, 0f, 0f, 1f, EasingType.Linear ) * player.GetSyncStat( PlayerStat.CoinAttractStrength ) * Time.Delta;
}
}
}
WorldPosition = WorldPosition.WithZ( BaseZPos + 5f + Utils.MapReturn( Utils.FastSin( _rotateTimeOffset + Time.Now * _personalRotateSpeed ), -1f, 1f, -1f, 1f, EasingType.Linear ) * 5f );
}
}
public override void Colliding( Thing other, float percent, float dt )
{
base.Colliding( other, percent, dt );
if ( CantBeCollected )
return;
if ( other is Player player )
{
if ( player.IsDead )
{
player.Revive();
player.NumItemsCollected++;
Remove();
}
else if ( !Position2D.Equals( other.Position2D ) )
{
Velocity += (Position2D - other.Position2D).Normal * other.PushStrength * percent * ( other.Weight / Weight ) * dt;
}
}
}
}