mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2024-12-26 06:45:31 +03:00
Added I/O/KV for custom healthkits, custom battery models, and health/power multipliers
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@ -97,6 +97,7 @@
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#ifdef MAPBASE
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#include "mapbase/matchers.h"
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#include "items.h"
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#endif
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#include "env_debughistory.h"
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@ -11509,17 +11510,9 @@ void CAI_BaseNPC::PickupItem( CBaseEntity *pItem )
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m_OnItemPickup.Set( pItem, pItem, this );
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Assert( pItem != NULL );
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if( FClassnameIs( pItem, "item_healthkit" ) )
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if( FClassnameIs( pItem, "item_health*" ) ) // item_healthkit, item_healthvial, item_healthkit_custom, etc.
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{
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if ( TakeHealth( sk_healthkit.GetFloat(), DMG_GENERIC ) )
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{
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RemoveAllDecals();
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UTIL_Remove( pItem );
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}
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}
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else if( FClassnameIs( pItem, "item_healthvial" ) )
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{
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if ( TakeHealth( sk_healthvial.GetFloat(), DMG_GENERIC ) )
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if ( TakeHealth( static_cast<CItem*>(pItem)->GetItemAmount(), DMG_GENERIC ) )
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{
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RemoveAllDecals();
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UTIL_Remove( pItem );
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@ -98,11 +98,6 @@ extern bool AIStrongOpt( void );
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#ifdef MAPBASE
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// Defines Mapbase's extended NPC response system usage.
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#define EXPANDED_RESPONSE_SYSTEM_USAGE
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// Use the model keyvalue if it is defined
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#define DefaultOrCustomModel(defaultModel) GetModelName() != NULL_STRING ? STRING(GetModelName()) : defaultModel
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#else
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#define DefaultOrCustomModel() defaultModel
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#endif
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#ifdef EXPANDED_RESPONSE_SYSTEM_USAGE
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@ -104,6 +104,13 @@ extern void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseE
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#define MAX_OLD_ENEMIES 4 // how many old enemies to remember
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#ifdef MAPBASE
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// Use the model keyvalue if it is defined
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#define DefaultOrCustomModel(defaultModel) GetModelName() != NULL_STRING ? STRING(GetModelName()) : defaultModel
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#else
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#define DefaultOrCustomModel() defaultModel
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#endif
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// used by suit voice to indicate damage sustained and repaired type to player
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enum
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@ -23,12 +23,12 @@ public:
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void Spawn( void )
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{
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Precache( );
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SetModel( "models/items/battery.mdl" );
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SetModel( DefaultOrCustomModel( "models/items/battery.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/items/battery.mdl");
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PrecacheModel( DefaultOrCustomModel( "models/items/battery.mdl" ) );
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PrecacheScriptSound( "ItemBattery.Touch" );
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@ -36,10 +36,30 @@ public:
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bool MyTouch( CBasePlayer *pPlayer )
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{
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CHL2_Player *pHL2Player = dynamic_cast<CHL2_Player *>( pPlayer );
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#ifdef MAPBASE
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return ( pHL2Player && pHL2Player->ApplyBattery( m_flPowerMultiplier ) );
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#else
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return ( pHL2Player && pHL2Player->ApplyBattery() );
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#endif
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}
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#ifdef MAPBASE
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void InputSetPowerMultiplier( inputdata_t &inputdata ) { m_flPowerMultiplier = inputdata.value.Float(); }
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float m_flPowerMultiplier = 1.0f;
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DECLARE_DATADESC();
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#endif
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};
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LINK_ENTITY_TO_CLASS(item_battery, CItemBattery);
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PRECACHE_REGISTER(item_battery);
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#ifdef MAPBASE
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BEGIN_DATADESC( CItemBattery )
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DEFINE_KEYFIELD( m_flPowerMultiplier, FIELD_FLOAT, "PowerMultiplier" ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPowerMultiplier", InputSetPowerMultiplier ),
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END_DATADESC()
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#endif
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@ -30,11 +30,29 @@ public:
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void Spawn( void );
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void Precache( void );
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bool MyTouch( CBasePlayer *pPlayer );
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#ifdef MAPBASE
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float GetItemAmount() { return sk_healthkit.GetFloat() * m_flHealthMultiplier; }
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void InputSetHealthMultiplier( inputdata_t &inputdata ) { m_flHealthMultiplier = inputdata.value.Float(); }
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float m_flHealthMultiplier = 1.0f;
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DECLARE_DATADESC();
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#endif
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};
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LINK_ENTITY_TO_CLASS( item_healthkit, CHealthKit );
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PRECACHE_REGISTER(item_healthkit);
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#ifdef MAPBASE
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BEGIN_DATADESC( CHealthKit )
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DEFINE_KEYFIELD( m_flHealthMultiplier, FIELD_FLOAT, "HealthMultiplier" ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetHealthMultiplier", InputSetHealthMultiplier ),
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END_DATADESC()
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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@ -66,7 +84,11 @@ void CHealthKit::Precache( void )
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//-----------------------------------------------------------------------------
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bool CHealthKit::MyTouch( CBasePlayer *pPlayer )
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{
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#ifdef MAPBASE
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if ( pPlayer->TakeHealth( GetItemAmount(), DMG_GENERIC ) )
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#else
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if ( pPlayer->TakeHealth( sk_healthkit.GetFloat(), DMG_GENERIC ) )
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#endif
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{
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CSingleUserRecipientFilter user( pPlayer );
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user.MakeReliable();
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@ -119,7 +141,11 @@ public:
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bool MyTouch( CBasePlayer *pPlayer )
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{
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#ifdef MAPBASE
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if ( pPlayer->TakeHealth( GetItemAmount(), DMG_GENERIC ) )
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#else
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if ( pPlayer->TakeHealth( sk_healthvial.GetFloat(), DMG_GENERIC ) )
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#endif
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{
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CSingleUserRecipientFilter user( pPlayer );
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user.MakeReliable();
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@ -145,11 +171,132 @@ public:
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return false;
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}
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#ifdef MAPBASE
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float GetItemAmount() { return sk_healthvial.GetFloat() * m_flHealthMultiplier; }
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void InputSetHealthMultiplier( inputdata_t &inputdata ) { m_flHealthMultiplier = inputdata.value.Float(); }
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float m_flHealthMultiplier = 1.0f;
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DECLARE_DATADESC();
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#endif
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};
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LINK_ENTITY_TO_CLASS( item_healthvial, CHealthVial );
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PRECACHE_REGISTER( item_healthvial );
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#ifdef MAPBASE
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BEGIN_DATADESC( CHealthVial )
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DEFINE_KEYFIELD( m_flHealthMultiplier, FIELD_FLOAT, "HealthMultiplier" ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetHealthMultiplier", InputSetHealthMultiplier ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Small health kit. Heals the player when picked up.
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//-----------------------------------------------------------------------------
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class CHealthKitCustom : public CItem
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{
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public:
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DECLARE_CLASS( CHealthKitCustom, CItem );
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CHealthKitCustom();
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void Spawn( void );
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void Precache( void );
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bool MyTouch( CBasePlayer *pPlayer );
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float GetItemAmount() { return m_flHealthAmount; }
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void InputSetHealthAmount( inputdata_t &inputdata ) { m_flHealthAmount = inputdata.value.Float(); }
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float m_flHealthAmount;
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string_t m_iszTouchSound;
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DECLARE_DATADESC();
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};
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LINK_ENTITY_TO_CLASS( item_healthkit_custom, CHealthKitCustom );
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//PRECACHE_REGISTER(item_healthkit_custom);
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#ifdef MAPBASE
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BEGIN_DATADESC( CHealthKitCustom )
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DEFINE_KEYFIELD( m_flHealthAmount, FIELD_FLOAT, "HealthAmount" ),
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DEFINE_KEYFIELD( m_iszTouchSound, FIELD_STRING, "TouchSound" ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetHealthAmount", InputSetHealthAmount ),
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END_DATADESC()
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#endif
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CHealthKitCustom::CHealthKitCustom()
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{
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SetModelName( AllocPooledString( "models/items/healthkit.mdl" ) );
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m_flHealthAmount = sk_healthkit.GetFloat();
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m_iszTouchSound = AllocPooledString( "HealthKit.Touch" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHealthKitCustom::Spawn( void )
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{
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Precache();
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SetModel( STRING( GetModelName() ) );
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHealthKitCustom::Precache( void )
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{
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PrecacheModel( STRING( GetModelName() ) );
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PrecacheScriptSound( STRING( m_iszTouchSound ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pPlayer -
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// Output :
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//-----------------------------------------------------------------------------
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bool CHealthKitCustom::MyTouch( CBasePlayer *pPlayer )
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{
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if ( pPlayer->TakeHealth( GetItemAmount(), DMG_GENERIC ) )
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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( pPlayer, STRING( m_iszTouchSound ) );
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EmitSound( filter, pPlayer->entindex(), STRING( m_iszTouchSound ) );
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if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_YES )
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{
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Respawn();
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}
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else
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{
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UTIL_Remove(this);
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}
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return true;
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}
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return false;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Wall mounted health kit. Heals the player when used.
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//-----------------------------------------------------------------------------
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@ -90,9 +90,12 @@ public:
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#ifdef MAPBASE
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// This is in CBaseEntity, but I can't find a use for it anywhere.
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// Must not have been fully implemented. Please remove this if it turns out to be something important.
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// It may have been originally intended for TF2 or some other game-specific item class. Please remove this if it turns out to be something important.
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virtual bool IsCombatItem() { return true; }
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// Used to access item_healthkit values, etc. from outside of the class
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virtual float GetItemAmount() { return 1.0f; }
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void InputEnablePlayerPickup( inputdata_t &inputdata );
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void InputDisablePlayerPickup( inputdata_t &inputdata );
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void InputEnableNPCPickup( inputdata_t &inputdata );
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