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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
/*
===== item_suit.cpp ========================================================
handling for the player's suit.
*/
#include "cbase.h"
#include "player.h"
#include "gamerules.h"
#include "items.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SF_SUIT_SHORTLOGON 0x0001
class CItemSuit : public CItem
{
public:
DECLARE_CLASS( CItemSuit, CItem );
void Spawn( void )
{
Precache( );
SetModel( "models/items/hevsuit.mdl" );
BaseClass::Spawn( );
CollisionProp()->UseTriggerBounds( false, 0 );
}
void Precache( void )
{
PrecacheModel ("models/items/hevsuit.mdl");
}
bool MyTouch( CBasePlayer *pPlayer )
{
if ( pPlayer->IsSuitEquipped() )
return FALSE;
if ( m_spawnflags & 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);
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