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108 lines
2.3 KiB
C++
108 lines
2.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Defuser kit that drops from counter-strike CTS
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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 CItemDefuser : public CItem
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{
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public:
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DECLARE_CLASS( CItemDefuser, CItem );
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void Spawn( void );
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void Precache( void );
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void DefuserTouch( CBaseEntity *pOther );
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void ActivateThink( void );
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DECLARE_DATADESC();
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};
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LINK_ENTITY_TO_CLASS( item_defuser, CItemDefuser );
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PRECACHE_REGISTER(item_defuser);
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BEGIN_DATADESC( CItemDefuser )
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//Functions
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DEFINE_THINKFUNC( ActivateThink ),
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DEFINE_ENTITYFUNC( DefuserTouch ),
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END_DATADESC()
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void CItemDefuser::Spawn( void )
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{
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Precache( );
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SetModel( "models/weapons/w_defuser.mdl" );
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BaseClass::Spawn();
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SetNextThink( gpGlobals->curtime + 0.5f );
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SetThink( &CItemDefuser::ActivateThink );
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SetTouch( NULL );
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}
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void CItemDefuser::Precache( void )
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{
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PrecacheModel( "models/weapons/w_defuser.mdl" );
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PrecacheScriptSound( "BaseCombatCharacter.ItemPickup2" );
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}
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void CItemDefuser::ActivateThink( void )
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{
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//since we can't stop the item from being touched while its in the air,
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//activate 1 second after being dropped
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SetTouch( &CItemDefuser::DefuserTouch );
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SetThink( NULL );
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}
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void CItemDefuser::DefuserTouch( CBaseEntity *pOther )
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{
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if ( !pOther->IsPlayer() )
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{
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return;
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}
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//if( GetFlags() & FL_ONGROUND )
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{
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CCSPlayer *pPlayer = (CCSPlayer *)pOther;
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if ( !pPlayer )
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{
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Assert( false );
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return;
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}
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if( pPlayer->GetTeamNumber() == TEAM_CT && !pPlayer->HasDefuser() )
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{
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//=============================================================================
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// HPE_BEGIN:
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// [dwenger] Added for fun-fact support
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//=============================================================================
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pPlayer->GiveDefuser( true );
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//=============================================================================
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// HPE_END
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//=============================================================================
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if ( pPlayer->IsDead() == false )
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{
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CPASAttenuationFilter filter( pPlayer );
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EmitSound( filter, entindex(), "BaseCombatCharacter.ItemPickup2" );
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}
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UTIL_Remove( this );
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return;
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}
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}
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}
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