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