//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// /* ===== item_longjump.cpp ======================================================== handling for the longjump module */ #include "cbase.h" #include "player.h" //#include "weapons.h" #include "gamerules.h" #include "items.h" class CItemLongJump : public CItem { public: DECLARE_CLASS( CItemLongJump, CItem ); void Spawn( void ) { Precache( ); SetModel( "models/w_longjump.mdl" ); BaseClass::Spawn( ); } void Precache( void ) { PrecacheModel ("models/w_longjump.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { if ( pPlayer->m_fLongJump ) { return FALSE; } if ( pPlayer->IsSuitEquipped() ) { pPlayer->m_fLongJump = TRUE;// player now has longjump module CSingleUserRecipientFilter user( pPlayer ); user.MakeReliable(); UserMessageBegin( user, "ItemPickup" ); WRITE_STRING( STRING(pev->classname) ); MessageEnd(); UTIL_EmitSoundSuit( pPlayer->edict(), "!HEV_A1" ); // Play the longjump sound UNDONE: Kelly? correct sound? return true; } return false; } }; LINK_ENTITY_TO_CLASS( item_longjump, CItemLongJump );