Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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);