Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "gamerules.h"
#include "items.h"
#include "hl1_items.h"
#include "hl1_player.h"
class CItemLongJump : public CHL1Item { public: DECLARE_CLASS( CItemLongJump, CHL1Item );
void Spawn( void ) { Precache( ); SetModel( "models/w_longjump.mdl" ); BaseClass::Spawn( );
CollisionProp()->UseTriggerBounds( true, 16.0f ); } void Precache( void ) { PrecacheModel ("models/w_longjump.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { CHL1_Player *pHL1Player = (CHL1_Player*)pPlayer;
if ( pHL1Player->m_bHasLongJump == true ) { return false; }
if ( pHL1Player->IsSuitEquipped() ) { pHL1Player->m_bHasLongJump = true;// player now has longjump module
CSingleUserRecipientFilter user( pHL1Player ); user.MakeReliable();
UserMessageBegin( user, "ItemPickup" ); WRITE_STRING( STRING(m_iClassname) ); MessageEnd();
UTIL_EmitSoundSuit( pHL1Player->edict(), "!HEV_A1" ); // Play the longjump sound UNDONE: Kelly? correct sound?
return true; } return false; } };
LINK_ENTITY_TO_CLASS( item_longjump, CItemLongJump ); PRECACHE_REGISTER(item_longjump);
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