📄 item_suit.cpp
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/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== item_suit.cpp ========================================================
handling for the player's suit.
*/
#include "cbase.h"
#include "player.h"
#include "gamerules.h"
#include "items.h"
#define SF_SUIT_SHORTLOGON 0x0001
class CItemSuit : public CItem
{
public:
DECLARE_CLASS( CItemSuit, CItem );
void Spawn( void )
{
Precache( );
SetModel( "models/items/hevsuit.mdl" );
BaseClass::Spawn( );
}
void Precache( void )
{
engine->PrecacheModel ("models/items/hevsuit.mdl");
}
bool MyTouch( CBasePlayer *pPlayer )
{
if ( pPlayer->IsSuitEquipped() )
return FALSE;
if ( m_spawnflags & 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);
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