Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTF Armor.
//
//=============================================================================//
#include "cbase.h"
#include "items.h"
#include "tf_gamerules.h"
#include "tf_shareddefs.h"
#include "tf_player.h"
#include "tf_team.h"
#include "engine/IEngineSound.h"
#include "entity_armor.h"
//=============================================================================
//
// CTF Armor defines.
//
#define TF_ARMOR_PICKUP_SOUND "Armor.Touch"
#define TF_ARMOR_CAPACITY 200
LINK_ENTITY_TO_CLASS( item_armor, CArmor );
//=============================================================================
//
// CTF Armor functions.
//
//-----------------------------------------------------------------------------
// Purpose: Spawn function for the armor
//-----------------------------------------------------------------------------
void CArmor::Spawn( void ) { BaseClass::Spawn(); }
//-----------------------------------------------------------------------------
// Purpose: Precache function for the armor
//-----------------------------------------------------------------------------
void CArmor::Precache( void ) { PrecacheScriptSound( TF_ARMOR_PICKUP_SOUND ); BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose: MyTouch function for the armor
//-----------------------------------------------------------------------------
bool CArmor::MyTouch( CBasePlayer *pPlayer ) { bool bSuccess = false;
if ( ValidTouch( pPlayer ) ) { CTFPlayer *pCTFPlayer = ToTFPlayer(pPlayer);
if ( pCTFPlayer ) { int iMaxArmor = pCTFPlayer->GetPlayerClass()->GetMaxArmor(); int iCurrentArmor = pCTFPlayer->ArmorValue();
if ( iCurrentArmor < iMaxArmor ) { if ( iCurrentArmor + TF_ARMOR_CAPACITY >= iMaxArmor ) { pCTFPlayer->SetArmorValue( iMaxArmor ); } else { pCTFPlayer->SetArmorValue( iCurrentArmor + TF_ARMOR_CAPACITY ); }
CSingleUserRecipientFilter user( pPlayer ); user.MakeReliable();
UserMessageBegin( user, "ItemPickup" ); WRITE_STRING( GetClassname() ); MessageEnd();
CPASAttenuationFilter filter( this, TF_ARMOR_PICKUP_SOUND ); EmitSound( filter, entindex(), TF_ARMOR_PICKUP_SOUND );
bSuccess = true; } } }
return bSuccess; }
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