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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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extern int gmsgItemPickup;
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class CItemKevlar : 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_kevlar.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_kevlar.mdl");
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PRECACHE_SOUND("player/kevlar_zipper.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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return FALSE;
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if( !( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) )
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pPlayer->pev->weapons |= ( 1 << WEAPON_SUIT )
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pPlayer->pev->armorvalue = MAX_NORMAL_BATTERY;
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "player/kevlar_zipper.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 100, 150 ) );
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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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return TRUE;
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}
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};
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LINK_ENTITY_TO_CLASS(item_bodyarmour, CItemKevlar);
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