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 );