/*** * * 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" extern int gmsgItemPickup; class CItemKevlar : public CItem { void Spawn(void) { Precache(); SET_MODEL(ENT(pev), "models/w_kevlar.mdl"); CItem::Spawn(); } void Precache(void) { PRECACHE_MODEL("models/w_kevlar.mdl"); PRECACHE_SOUND("player/kevlar_zipper.wav"); } BOOL MyTouch(CBasePlayer *pPlayer) { if (pPlayer->pev->deadflag != DEAD_NO) return FALSE; if( !( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) pPlayer->pev->weapons |= ( 1 << WEAPON_SUIT ) pPlayer->pev->armorvalue = MAX_NORMAL_BATTERY; EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "player/kevlar_zipper.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 100, 150 ) ); MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev ); WRITE_STRING( STRING( pev->classname ) ); MESSAGE_END(); return TRUE; } }; LINK_ENTITY_TO_CLASS(item_bodyarmour, CItemKevlar);