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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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/*
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===== item_longjump.cpp ========================================================
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handling for the longjump module
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*/
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#include "cbase.h"
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#include "player.h"
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//#include "weapons.h"
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#include "gamerules.h"
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#include "items.h"
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class CItemLongJump : public CItem
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{
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public:
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DECLARE_CLASS( CItemLongJump, CItem );
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void Spawn( void )
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{
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Precache( );
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SetModel( "models/w_longjump.mdl" );
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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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PrecacheModel ("models/w_longjump.mdl");
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}
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bool MyTouch( CBasePlayer *pPlayer )
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{
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if ( pPlayer->m_fLongJump )
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{
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return FALSE;
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}
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if ( pPlayer->IsSuitEquipped() )
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{
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pPlayer->m_fLongJump = TRUE;// player now has longjump module
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CSingleUserRecipientFilter user( pPlayer );
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user.MakeReliable();
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UserMessageBegin( user, "ItemPickup" );
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WRITE_STRING( STRING(pev->classname) );
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MessageEnd();
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UTIL_EmitSoundSuit( pPlayer->edict(), "!HEV_A1" ); // Play the longjump sound UNDONE: Kelly? correct sound?
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return true;
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}
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS( item_longjump, CItemLongJump );
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