//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// /* ===== item_antidote.cpp ======================================================== handling for the antidote object */ #include "cbase.h" #include "player.h" #include "basecombatweapon.h" #include "gamerules.h" #include "items.h" class CItemAntidote : public CItem { public: DECLARE_CLASS( CItemAntidote, CItem ); void Spawn( void ) { Precache( ); SetModel( "models/w_antidote.mdl" ); BaseClass::Spawn( ); } void Precache( void ) { PrecacheModel ("models/w_antidote.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { pPlayer->SetSuitUpdate("!HEV_DET4", FALSE, SUIT_NEXT_IN_1MIN); pPlayer->m_rgItems[ITEM_ANTIDOTE] += 1; return true; } }; LINK_ENTITY_TO_CLASS(item_antidote, CItemAntidote);