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62 lines
1.2 KiB
62 lines
1.2 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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/*
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===== item_suit.cpp ========================================================
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handling for the player's suit.
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*/
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#include "cbase.h"
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#include "player.h"
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#include "gamerules.h"
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#include "items.h"
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#include "hl1_items.h"
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#define SF_SUIT_SHORTLOGON 0x0001
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#define SUIT_MODEL "models/w_suit.mdl"
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extern int gEvilImpulse101;
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class CItemSuit : public CHL1Item
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{
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public:
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DECLARE_CLASS( CItemSuit, CHL1Item );
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void Spawn( void )
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{
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Precache( );
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SetModel( SUIT_MODEL );
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BaseClass::Spawn( );
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CollisionProp()->UseTriggerBounds( true, 12.0f );
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}
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void Precache( void )
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{
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PrecacheModel( SUIT_MODEL );
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if ( pPlayer->IsSuitEquipped() )
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return false;
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if( !gEvilImpulse101 )
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{
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if ( HasSpawnFlags( SF_SUIT_SHORTLOGON ) )
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UTIL_EmitSoundSuit(pPlayer->edict(), "!HEV_A0"); // short version of suit logon,
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else
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UTIL_EmitSoundSuit(pPlayer->edict(), "!HEV_AAx"); // long version of suit logon
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}
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pPlayer->EquipSuit();
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return true;
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}
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};
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LINK_ENTITY_TO_CLASS(item_suit, CItemSuit);
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PRECACHE_REGISTER(item_suit);
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