Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
/*
===== item_longjump.cpp ========================================================
handling for the longjump module */
#include "cbase.h"
#include "player.h"
//#include "weapons.h"
#include "gamerules.h"
#include "items.h"
class CItemLongJump : public CItem { public: DECLARE_CLASS( CItemLongJump, CItem );
void Spawn( void ) { Precache( ); SetModel( "models/w_longjump.mdl" ); BaseClass::Spawn( ); } void Precache( void ) { PrecacheModel ("models/w_longjump.mdl"); } bool MyTouch( CBasePlayer *pPlayer ) { if ( pPlayer->m_fLongJump ) { return FALSE; }
if ( pPlayer->IsSuitEquipped() ) { pPlayer->m_fLongJump = TRUE;// player now has longjump module
CSingleUserRecipientFilter user( pPlayer ); user.MakeReliable();
UserMessageBegin( user, "ItemPickup" ); WRITE_STRING( STRING(pev->classname) ); MessageEnd();
UTIL_EmitSoundSuit( pPlayer->edict(), "!HEV_A1" ); // Play the longjump sound UNDONE: Kelly? correct sound?
return true; } return false; } };
LINK_ENTITY_TO_CLASS( item_longjump, CItemLongJump );
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