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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
/*
===== item_suit.cpp ========================================================
handling for the player's suit.
*/
#include "cbase.h"
#include "player.h"
#include "gamerules.h"
#include "items.h"
#include "hl1_items.h"
#define SF_SUIT_SHORTLOGON 0x0001
#define SUIT_MODEL "models/w_suit.mdl"
extern int gEvilImpulse101;
class CItemSuit : public CHL1Item
{
public:
DECLARE_CLASS( CItemSuit, CHL1Item );
void Spawn( void )
{
Precache( );
SetModel( SUIT_MODEL );
BaseClass::Spawn( );
CollisionProp()->UseTriggerBounds( true, 12.0f );
}
void Precache( void )
{
PrecacheModel( SUIT_MODEL );
}
bool MyTouch( CBasePlayer *pPlayer )
{
if ( pPlayer->IsSuitEquipped() )
return false;
if( !gEvilImpulse101 )
{
if ( HasSpawnFlags( SF_SUIT_SHORTLOGON ) )
UTIL_EmitSoundSuit(pPlayer->edict(), "!HEV_A0"); // short version of suit logon,
else
UTIL_EmitSoundSuit(pPlayer->edict(), "!HEV_AAx"); // long version of suit logon
}
pPlayer->EquipSuit();
return true;
}
};
LINK_ENTITY_TO_CLASS(item_suit, CItemSuit);
PRECACHE_REGISTER(item_suit);
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