2019-08-31 21:59:09 -07:00
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/*
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2020-04-07 05:46:23 -07:00
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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2019-08-31 21:59:09 -07:00
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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class item_suit:CBaseTrigger
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{
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2020-04-12 06:50:42 -07:00
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void(void) item_suit;
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2019-08-31 21:59:09 -07:00
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2020-04-12 06:50:42 -07:00
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virtual void(void) touch;
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virtual void(void) Respawn;
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2019-08-31 21:59:09 -07:00
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};
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void item_suit::touch(void)
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{
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2020-03-28 02:56:52 -07:00
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player pl = (player)other;
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if (pl.classname != "player") {
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2019-09-07 12:01:05 -07:00
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return;
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}
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2020-03-28 02:56:52 -07:00
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if (pl.g_items & ITEM_SUIT) {
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2019-09-07 12:01:05 -07:00
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return;
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2020-03-28 02:56:52 -07:00
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}
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2019-09-07 12:01:05 -07:00
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sound(other, CHAN_ITEM, "items/tr_kevlar.wav", 1, ATTN_NORM);
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2020-03-28 02:56:52 -07:00
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pl.g_items |= ITEM_SUIT;
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2019-08-31 21:59:09 -07:00
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2020-09-21 09:10:31 -07:00
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UseTargets(other, TRIG_TOGGLE, m_flDelay);
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2020-03-28 02:56:52 -07:00
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2019-09-07 12:01:05 -07:00
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if (cvar("sv_playerslots") == 1) {
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remove(self);
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} else {
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Hide();
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think = Respawn;
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nextthink = time + 30.0f;
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2019-08-31 21:59:09 -07:00
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}
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}
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void item_suit::Respawn(void)
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{
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2020-04-22 14:33:18 -07:00
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SetSolid(SOLID_TRIGGER);
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SetMovetype(MOVETYPE_TOSS);
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SetSize(VEC_HULL_MIN, VEC_HULL_MAX);
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SetOrigin(m_oldOrigin);
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SetModel(m_oldModel);
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2019-08-31 21:59:09 -07:00
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think = __NULL__;
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nextthink = -1;
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}
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void item_suit::item_suit(void)
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{
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model = "models/w_kevlar.mdl";
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precache_sound("items/tr_kevlar.wav");
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CBaseTrigger::CBaseTrigger();
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Respawn();
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}
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