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/***
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*
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* Copyright (c) 1996-2002, 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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/*
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===== items.cpp ========================================================
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functions governing the selection/use of weapons for players
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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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extern int gmsgItemPickup;
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class CWorldItem : public CBaseEntity
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{
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public:
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void KeyValue( KeyValueData *pkvd );
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void Spawn( void );
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int m_iType;
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};
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LINK_ENTITY_TO_CLASS( world_items, CWorldItem )
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void CWorldItem::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "type" ) )
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{
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m_iType = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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CBaseEntity::KeyValue( pkvd );
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}
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void CWorldItem::Spawn( void )
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{
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CBaseEntity *pEntity = NULL;
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switch( m_iType )
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{
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case 44: // ITEM_BATTERY:
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pEntity = CBaseEntity::Create( "item_battery", pev->origin, pev->angles );
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break;
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case 42: // ITEM_ANTIDOTE:
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pEntity = CBaseEntity::Create( "item_antidote", pev->origin, pev->angles );
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break;
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case 43: // ITEM_SECURITY:
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pEntity = CBaseEntity::Create( "item_security", pev->origin, pev->angles );
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break;
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case 45: // ITEM_SUIT:
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pEntity = CBaseEntity::Create( "item_suit", pev->origin, pev->angles );
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break;
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}
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if( !pEntity )
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{
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ALERT( at_console, "unable to create world_item %d\n", m_iType );
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}
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else
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{
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pEntity->pev->target = pev->target;
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pEntity->pev->targetname = pev->targetname;
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pEntity->pev->spawnflags = pev->spawnflags;
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}
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REMOVE_ENTITY( edict() );
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}
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void CItem::Spawn( void )
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{
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pev->movetype = MOVETYPE_TOSS;
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pev->solid = SOLID_TRIGGER;
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UTIL_SetOrigin( this, pev->origin );
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UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 16 ) );
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SetTouch( &CItem::ItemTouch );
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if( DROP_TO_FLOOR(ENT( pev ) ) == 0 )
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{
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ALERT(at_error, "Item %s fell out of level at %f,%f,%f\n", STRING( pev->classname ), pev->origin.x, pev->origin.y, pev->origin.z);
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UTIL_Remove( this );
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return;
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}
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}
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extern int gEvilImpulse101;
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void CItem::ItemTouch( CBaseEntity *pOther )
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{
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// if it's not a player, ignore
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if( !pOther->IsPlayer() )
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{
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return;
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}
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CBasePlayer *pPlayer = (CBasePlayer *)pOther;
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// ok, a player is touching this item, but can he have it?
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if( !g_pGameRules->CanHaveItem( pPlayer, this ) )
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{
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// no? Ignore the touch.
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return;
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}
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if( MyTouch( pPlayer ) )
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{
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SUB_UseTargets( pOther, USE_TOGGLE, 0 );
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SetTouch( NULL );
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// player grabbed the item.
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g_pGameRules->PlayerGotItem( pPlayer, this );
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if( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_YES )
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{
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Respawn();
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}
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else
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{
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UTIL_Remove( this );
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}
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}
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else if( gEvilImpulse101 )
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{
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UTIL_Remove( this );
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}
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}
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CBaseEntity* CItem::Respawn( void )
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{
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SetTouch( NULL );
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pev->effects |= EF_NODRAW;
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UTIL_SetOrigin( this, g_pGameRules->VecItemRespawnSpot( this ) );// blip to whereever you should respawn.
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SetThink( &CItem::Materialize );
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AbsoluteNextThink( g_pGameRules->FlItemRespawnTime( this ) );
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return this;
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}
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void CItem::Materialize( void )
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{
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if( pev->effects & EF_NODRAW )
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{
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// changing from invisible state to visible.
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 );
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pev->effects &= ~EF_NODRAW;
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pev->effects |= EF_MUZZLEFLASH;
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}
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SetTouch( &CItem::ItemTouch );
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SetThink( NULL );
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}
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#define SF_SUIT_SHORTLOGON 0x0001
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class CItemSuit : 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_suit.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_suit.mdl" );
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}
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BOOL MyTouch( CBasePlayer *pPlayer )
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{
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if ( pPlayer->pev->deadflag != DEAD_NO )
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{
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return FALSE;
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}
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if( pPlayer->pev->weapons & ( 1<<WEAPON_SUIT ) )
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return FALSE;
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if( pev->spawnflags & SF_SUIT_SHORTLOGON )
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EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_A0" ); // short version of suit logon,
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else
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EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_AAx" ); // long version of suit logon
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pPlayer->pev->weapons |= ( 1 << WEAPON_SUIT );
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return TRUE;
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}
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};
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LINK_ENTITY_TO_CLASS( item_suit, CItemSuit )
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class CItemBattery : 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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if (pev->model)
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SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
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else
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SET_MODEL( ENT( pev ), "models/w_battery.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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if (pev->model)
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PRECACHE_MODEL(STRING(pev->model)); //LRC
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else
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PRECACHE_MODEL( "models/w_battery.mdl" );
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if (pev->noise)
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PRECACHE_SOUND( STRING(pev->noise) ); //LRC
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else
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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->deadflag != DEAD_NO )
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{
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return FALSE;
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}
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if( ( pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY ) &&
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( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) )
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{
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int pct;
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char szcharge[64];
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if (pev->armorvalue)
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pPlayer->pev->armorvalue += pev->armorvalue;
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else
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pPlayer->pev->armorvalue += gSkillData.batteryCapacity;
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pPlayer->pev->armorvalue = Q_min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY );
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if (pev->noise)
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EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, STRING(pev->noise), 1, ATTN_NORM ); //LRC
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else
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EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
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MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
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WRITE_STRING( STRING( pev->classname ) );
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MESSAGE_END();
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// Suit reports new power level
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// For some reason this wasn't working in release build -- round it.
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pct = (int)( (float)( pPlayer->pev->armorvalue * 100.0 ) * ( 1.0 / MAX_NORMAL_BATTERY ) + 0.5 );
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pct = ( pct / 5 );
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if( pct > 0 )
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pct--;
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sprintf( szcharge,"!HEV_%1dP", pct );
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//EMIT_SOUND_SUIT( ENT( pev ), szcharge );
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pPlayer->SetSuitUpdate( szcharge, FALSE, SUIT_NEXT_IN_30SEC);
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return TRUE;
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}
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return FALSE;
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}
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};
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LINK_ENTITY_TO_CLASS( item_battery, CItemBattery )
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class CItemAntidote : 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_antidote.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_antidote.mdl" );
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}
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BOOL MyTouch( CBasePlayer *pPlayer )
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{
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pPlayer->SetSuitUpdate( "!HEV_DET4", FALSE, SUIT_NEXT_IN_1MIN );
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pPlayer->m_rgItems[ITEM_ANTIDOTE] += 1;
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return TRUE;
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}
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};
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LINK_ENTITY_TO_CLASS( item_antidote, CItemAntidote )
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class CItemSecurity : 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_security.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_security.mdl" );
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}
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BOOL MyTouch( CBasePlayer *pPlayer )
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{
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pPlayer->m_rgItems[ITEM_SECURITY] += 1;
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return TRUE;
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}
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};
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LINK_ENTITY_TO_CLASS( item_security, CItemSecurity )
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class CItemLongJump : 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_longjump.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_longjump.mdl" );
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}
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BOOL MyTouch( CBasePlayer *pPlayer )
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{
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if( pPlayer->m_fLongJump )
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{
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return FALSE;
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}
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if( ( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) )
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{
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pPlayer->m_fLongJump = TRUE;// player now has longjump module
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g_engfuncs.pfnSetPhysicsKeyValue( pPlayer->edict(), "slj", "1" );
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MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
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WRITE_STRING( STRING( pev->classname ) );
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MESSAGE_END();
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EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_A1" ); // Play the longjump sound UNDONE: Kelly? correct sound?
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return TRUE;
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}
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return FALSE;
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}
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};
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LINK_ENTITY_TO_CLASS( item_longjump, CItemLongJump )
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/*
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// advanced NVG
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extern int gmsgNVG; // we need to send this message
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class CItemNVG : public CItem
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{
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void Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/w_longjump.mdl" ); // you'll want to change this
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CItem::Spawn();
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}
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void Precache()
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{
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PRECACHE_MODEL( "models/w_longjump.mdl" ); // you'll want to change this
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PRECACHE_SOUND( "buttons/blip1.wav" );
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}
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BOOL MyTouch( CBasePlayer *pPlayer )
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{
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if( pPlayer->m_fNVG ) // does the player already have it
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{
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return FALSE; // if so, quit
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}
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if( ( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) )
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{
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pPlayer->m_fNVG = TRUE; // player now has night vision goggles
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// make the client.dll print out the symbol on ammo history
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MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
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WRITE_STRING( STRING( pev->classname ) );
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MESSAGE_END();
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// ... and tell them that we now have an NVG
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MESSAGE_BEGIN( MSG_ONE, gmsgNVG, NULL, pPlayer->pev );
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WRITE_BYTE( 1 );
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WRITE_BYTE( pPlayer->m_flNVGBattery );
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MESSAGE_END();
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// play a sound to tell the player he's picked up the NVG
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EMIT_SOUND( pPlayer->edict(), CHAN_WEAPON, "buttons/blip1.wav", 0.8, ATTN_NORM );
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return TRUE;
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}
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return FALSE;
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|
}
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};
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LINK_ENTITY_TO_CLASS( item_nvg, CItemNVG );*/
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// advanced NVG
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