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