Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
/*
===== item_suit.cpp ========================================================
handling for the player's suit. */
#include "cbase.h"
#include "player.h"
#include "gamerules.h"
#include "items.h"
#include "hl1_items.h"
#define SF_SUIT_SHORTLOGON 0x0001
#define SUIT_MODEL "models/w_suit.mdl"
extern int gEvilImpulse101;
class CItemSuit : public CHL1Item { public: DECLARE_CLASS( CItemSuit, CHL1Item );
void Spawn( void ) { Precache( ); SetModel( SUIT_MODEL ); BaseClass::Spawn( );
CollisionProp()->UseTriggerBounds( true, 12.0f ); } void Precache( void ) { PrecacheModel( SUIT_MODEL ); } bool MyTouch( CBasePlayer *pPlayer ) { if ( pPlayer->IsSuitEquipped() ) return false;
if( !gEvilImpulse101 ) { if ( HasSpawnFlags( SF_SUIT_SHORTLOGON ) ) UTIL_EmitSoundSuit(pPlayer->edict(), "!HEV_A0"); // short version of suit logon,
else UTIL_EmitSoundSuit(pPlayer->edict(), "!HEV_AAx"); // long version of suit logon
}
pPlayer->EquipSuit(); return true; } };
LINK_ENTITY_TO_CLASS(item_suit, CItemSuit); PRECACHE_REGISTER(item_suit);
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