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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
/*
===== item_antidote.cpp ========================================================
handling for the antidote object
*/
#include "cbase.h"
#include "player.h"
#include "basecombatweapon.h"
#include "gamerules.h"
#include "items.h"
class CItemAntidote : public CItem
{
public:
DECLARE_CLASS( CItemAntidote, CItem );
void Spawn( void )
{
Precache( );
SetModel( "models/w_antidote.mdl" );
BaseClass::Spawn( );
}
void Precache( void )
{
PrecacheModel ("models/w_antidote.mdl");
}
bool MyTouch( CBasePlayer *pPlayer )
{
pPlayer->SetSuitUpdate("!HEV_DET4", FALSE, SUIT_NEXT_IN_1MIN);
pPlayer->m_rgItems[ITEM_ANTIDOTE] += 1;
return true;
}
};
LINK_ENTITY_TO_CLASS(item_antidote, CItemAntidote);
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