/*** * * 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->armorvalue < MAX_NORMAL_BATTERY) && (pPlayer->pev->weapons & (1 << WEAPON_SUIT))) { pPlayer->pev->armorvalue += MAX_NORMAL_BATTERY; pPlayer->pev->armorvalue = min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY); EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "player/kevlar_zipper.wav", 1, ATTN_NORM); MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev); WRITE_STRING(STRING(pev->classname)); MESSAGE_END(); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS(item_bodyarmour, CItemKevlar);