//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "cbase.h" #include "items.h" #include "cs_player.h" class CItemNvgs : public CItem { public: DECLARE_CLASS( CItemNvgs, CItem ); void Spawn( void ) { Precache( ); BaseClass::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_bHasNightVision = true; 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_nvgs, CItemNvgs );