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117 lines
2.2 KiB
117 lines
2.2 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "items.h"
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#include "cs_player.h"
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class CItemAssaultSuit : public CItem
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{
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void Spawn( void )
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{
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Precache( );
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CItem::Spawn( );
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}
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void Precache( void )
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{
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PrecacheScriptSound( "BaseCombatCharacter.ItemPickup2" );
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}
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bool MyTouch( CBasePlayer *pBasePlayer )
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{
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CCSPlayer *pPlayer = dynamic_cast< CCSPlayer* >( pBasePlayer );
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if ( !pPlayer )
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{
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Assert( false );
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return false;
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}
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pPlayer->m_bHasHelmet = true;
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pPlayer->SetArmorValue( 100 );
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pPlayer->RecalculateCurrentEquipmentValue();
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if ( pPlayer->IsAlive() )
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{
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CBroadcastRecipientFilter filter;
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if (pPlayer->GetTeamNumber() == TEAM_CT)
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{
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// Play the CT Suit sound
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EmitSound(filter, entindex(), "Player.EquipArmor_CT");
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}
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else
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{
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// Play the T Suit sound
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EmitSound(filter, entindex(), "Player.EquipArmor_T");
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}
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//EmitSound( filter, entindex(), "BaseCombatCharacter.ItemPickup2" );
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}
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return true;
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}
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};
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LINK_ENTITY_TO_CLASS( item_assaultsuit, CItemAssaultSuit );
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class CItemHeavyAssaultSuit : public CItemAssaultSuit
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{
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// void Spawn( void )
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// {
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// Precache();
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// CItem::Spawn();
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// }
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// void Precache( void )
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// {
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// PrecacheScriptSound( "BaseCombatCharacter.ItemPickup2" );
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// }
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bool MyTouch( CBasePlayer *pBasePlayer )
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{
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CCSPlayer *pPlayer = dynamic_cast< CCSPlayer* >( pBasePlayer );
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if ( !pPlayer )
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{
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Assert( false );
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return false;
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}
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pPlayer->m_bHasHelmet = true;
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pPlayer->SetArmorValue( 200 );
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pPlayer->RecalculateCurrentEquipmentValue();
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pPlayer->m_bHasHeavyArmor = true;
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if ( pPlayer->IsAlive() )
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{
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CBroadcastRecipientFilter filter;
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if (pPlayer->GetTeamNumber() == TEAM_CT)
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{
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// Play the CT Suit sound
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pPlayer->EmitSound("Player.EquipArmor_CT");
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}
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else
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{
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// Play the T Suit sound
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pPlayer->EmitSound("Player.EquipArmor_T");
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}
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//EmitSound( filter, entindex(), "BaseCombatCharacter.ItemPickup2" );
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}
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return true;
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}
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};
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LINK_ENTITY_TO_CLASS( item_heavyassaultsuit, CItemHeavyAssaultSuit );
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