Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, 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 ); pPlayer->RecalculateCurrentEquipmentValue();
if ( pPlayer->IsAlive() ) { CBroadcastRecipientFilter filter;
if (pPlayer->GetTeamNumber() == TEAM_CT) { // Play the CT Suit sound
EmitSound(filter, entindex(), "Player.EquipArmor_CT");
} else { // Play the T Suit sound
EmitSound(filter, entindex(), "Player.EquipArmor_T"); }
//EmitSound( filter, entindex(), "BaseCombatCharacter.ItemPickup2" );
}
return true; } };
LINK_ENTITY_TO_CLASS( item_assaultsuit, CItemAssaultSuit );
class CItemHeavyAssaultSuit : public CItemAssaultSuit { // 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( 200 ); pPlayer->RecalculateCurrentEquipmentValue(); pPlayer->m_bHasHeavyArmor = true;
if ( pPlayer->IsAlive() ) { CBroadcastRecipientFilter filter;
if (pPlayer->GetTeamNumber() == TEAM_CT) { // Play the CT Suit sound
pPlayer->EmitSound("Player.EquipArmor_CT");
} else { // Play the T Suit sound
pPlayer->EmitSound("Player.EquipArmor_T"); } //EmitSound( filter, entindex(), "BaseCombatCharacter.ItemPickup2" );
}
return true; } };
LINK_ENTITY_TO_CLASS( item_heavyassaultsuit, CItemHeavyAssaultSuit );
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