//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "cbase.h" #include "items.h" #include "cs_player.h" class CItemAssaultSuit : public CItem { void Spawn( void ) { Precache( ); CItem::Spawn( ); } void Precache( void ) { PrecacheScriptSound( "BaseCombatCharacter.ItemPickup2" ); } bool MyTouch( CBasePlayer *pBasePlayer ) { CCSPlayer *pPlayer = dynamic_cast< CCSPlayer* >( pBasePlayer ); if ( !pPlayer ) { Assert( false ); return false; } pPlayer->m_bHasHelmet = true; pPlayer->SetArmorValue( 100 ); if ( pPlayer->IsDead() == false ) { CPASAttenuationFilter filter( pBasePlayer ); EmitSound( filter, entindex(), "BaseCombatCharacter.ItemPickup2" ); CSingleUserRecipientFilter user( pPlayer ); UserMessageBegin( user, "ItemPickup" ); WRITE_STRING( "item_assaultsuit" ); MessageEnd(); } return true; } }; LINK_ENTITY_TO_CLASS( item_assaultsuit, CItemAssaultSuit );