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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "items.h"
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#include "cs_player.h"
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class CItemKevlar : public CItem
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{
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public:
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DECLARE_CLASS( CItemKevlar, CItem );
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void Spawn( void )
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{
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Precache( );
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BaseClass::Spawn( );
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}
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void Precache( void )
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{
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PrecacheScriptSound( "BaseCombatCharacter.ItemPickup2" );
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}
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bool MyTouch( CBasePlayer *pBasePlayer )
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{
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CCSPlayer *pPlayer = dynamic_cast< CCSPlayer* >( pBasePlayer );
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if ( !pPlayer )
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{
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Assert( false );
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return false;
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}
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pPlayer->SetArmorValue( 100 );
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if ( pPlayer->IsDead() == false )
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{
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CPASAttenuationFilter filter( pBasePlayer );
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EmitSound( filter, entindex(), "BaseCombatCharacter.ItemPickup2" );
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CSingleUserRecipientFilter user( pPlayer );
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UserMessageBegin( user, "ItemPickup" );
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WRITE_STRING( "item_kevlar" );
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MessageEnd();
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}
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return true;
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}
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};
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LINK_ENTITY_TO_CLASS( item_kevlar, CItemKevlar );
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