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51 lines
1.2 KiB
51 lines
1.2 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "weapons.h"
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#include "player.h"
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#include "skill.h"
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#include "items.h"
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#include "gamerules.h"
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class CItemFlashlight : public CItem
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{
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void Spawn(void)
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_flashlight.mdl");
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CItem::Spawn();
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}
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void Precache(void)
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{
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PRECACHE_MODEL("models/w_flashlight.mdl");
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PRECACHE_SOUND("items/gunpickup2.wav");
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}
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BOOL MyTouch(CBasePlayer *pPlayer)
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{
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if (pPlayer->pev->weapons & (1 << WEAPON_FLASHLIGHT))
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return FALSE;
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EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM);
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pPlayer->pev->weapons |= (1 << WEAPON_FLASHLIGHT);
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return TRUE;
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}
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};
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LINK_ENTITY_TO_CLASS(item_flashlight, CItemFlashlight);
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