/* * This file is generated by Entity Class Compiler, (c) CroTeam 1997-98 */ #line 4 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" #include "StdH.h" #include "Models/Items/ItemHolder/ItemHolder.h" #include #include CEntityEvent *EArmor::MakeCopy(void) { CEntityEvent *peeCopy = new EArmor(*this); return peeCopy;} EArmor::EArmor() : CEntityEvent(EVENTCODE_EArmor) {; ClearToDefault(fArmor); ClearToDefault(bOverTopArmor); }; void CArmorItem::SetDefaultProperties(void) { m_EaitType = ARIT_SHARD ; m_bOverTopArmor = FALSE ; m_iSoundComponent = 0; CItem::SetDefaultProperties(); } #line 82 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" void CArmorItem::Precache(void) { #line 83 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" switch(m_EaitType ){ #line 84 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_SHARD : PrecacheSound (SOUND_SHARD );break ; #line 85 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_SMALL : PrecacheSound (SOUND_SMALL );break ; #line 86 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_MEDIUM : PrecacheSound (SOUND_MEDIUM );break ; #line 87 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_STRONG : PrecacheSound (SOUND_STRONG );break ; #line 88 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_SUPER : PrecacheSound (SOUND_SUPER );break ; #line 89 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_HELM : PrecacheSound (SOUND_HELM );break ; #line 90 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 91 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 93 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" BOOL CArmorItem::FillEntityStatistics(EntityStats * pes) #line 94 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" { #line 95 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" pes -> es_strName = "Armor"; #line 96 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" pes -> es_ctCount = 1; #line 97 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" pes -> es_ctAmmount = m_fValue ; #line 98 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" pes -> es_fValue = m_fValue * 2; #line 99 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" pes -> es_iScore = 0; #line 100 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" switch(m_EaitType ){ #line 101 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_SHARD : pes -> es_strName += " shard";break ; #line 102 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_SMALL : pes -> es_strName += " small";break ; #line 103 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_MEDIUM : pes -> es_strName += " medium";break ; #line 104 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_STRONG : pes -> es_strName += " strong";break ; #line 105 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_SUPER : pes -> es_strName += " super";break ; #line 106 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_HELM : pes -> es_strName += " helm";break ; #line 107 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 108 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" return TRUE ; #line 109 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 112 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" void CArmorItem::RenderParticles(void) { #line 114 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" if(GetRenderType () != CEntity :: RT_MODEL || GetSP () -> sp_gmGameMode > CSessionProperties :: GM_COOPERATIVE #line 115 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" || ! ShowItemParticles ()) #line 116 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" { #line 117 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" return ; #line 118 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 119 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" switch(m_EaitType ){ #line 120 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_SHARD : #line 121 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" Particles_Emanate (this , 0.75f * 0.75 , 0.75f * 0.75 , PT_STAR04 , 8 , 7.0f); #line 122 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" break ; #line 123 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_SMALL : #line 124 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" Particles_Emanate (this , 1.0f * 0.75 , 1.0f * 0.75 , PT_STAR04 , 32 , 7.0f); #line 125 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" break ; #line 126 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_MEDIUM : #line 127 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" Particles_Emanate (this , 1.5f * 0.75 , 1.5f * 0.75 , PT_STAR04 , 64 , 7.0f); #line 128 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" break ; #line 129 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_STRONG : #line 130 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" Particles_Emanate (this , 2.0f * 0.75 , 1.25f * 0.75 , PT_STAR04 , 96 , 7.0f); #line 131 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" break ; #line 132 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_SUPER : #line 133 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" Particles_Emanate (this , 2.5f * 0.75 , 1.5f * 0.75 , PT_STAR04 , 128 , 7.0f); #line 134 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" break ; #line 135 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_HELM : #line 136 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" Particles_Emanate (this , 0.875f * 0.75 , 0.875f * 0.75 , PT_STAR04 , 16 , 7.0f); #line 137 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" break ; #line 138 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 139 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 142 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" void CArmorItem::SetProperties(void) { #line 143 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" switch(m_EaitType ){ #line 144 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_SHARD : #line 145 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" ForceCollisionBoxIndexChange (ITEMHOLDER_COLLISION_BOX_SMALL ); #line 146 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_fValue = 1.0f; #line 147 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_bOverTopArmor = TRUE ; #line 148 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_fRespawnTime = (m_fCustomRespawnTime > 0) ? m_fCustomRespawnTime : 10.0f; #line 149 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_strDescription . PrintF ("Shard - H:%g T:%g" , m_fValue , m_fRespawnTime ); #line 151 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" AddItem (MODEL_1 , TEXTURE_1 , 0 , TEX_SPEC_MEDIUM , 0); #line 152 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" AddFlare (MODEL_FLARE , TEXTURE_FLARE , FLOAT3D (0 , 0.4f , 0) , FLOAT3D (1.0 , 1.0 , 0.3f)); #line 153 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" StretchItem (FLOAT3D (0.75f * 0.75 , 0.75f * 0.75 , 0.75f * 0.75)); #line 154 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_iSoundComponent = SOUND_SHARD ; #line 155 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" break ; #line 156 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_SMALL : #line 157 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" ForceCollisionBoxIndexChange (ITEMHOLDER_COLLISION_BOX_MEDIUM ); #line 158 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_fValue = 25.0f; #line 159 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_bOverTopArmor = FALSE ; #line 160 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_fRespawnTime = (m_fCustomRespawnTime > 0) ? m_fCustomRespawnTime : 10.0f; #line 161 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_strDescription . PrintF ("Small - H:%g T:%g" , m_fValue , m_fRespawnTime ); #line 163 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" AddItem (MODEL_25 , TEXTURE_25 , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 164 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" AddFlare (MODEL_FLARE , TEXTURE_FLARE , FLOAT3D (0 , 0.6f , 0) , FLOAT3D (2 , 2 , 0.5f)); #line 165 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" StretchItem (FLOAT3D (2.0f , 2.0f , 2.0f)); #line 166 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_iSoundComponent = SOUND_SMALL ; #line 167 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" break ; #line 168 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_MEDIUM : { #line 169 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" ForceCollisionBoxIndexChange (ITEMHOLDER_COLLISION_BOX_MEDIUM ); #line 170 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_fValue = 50.0f; #line 171 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_bOverTopArmor = FALSE ; #line 172 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_fRespawnTime = (m_fCustomRespawnTime > 0) ? m_fCustomRespawnTime : 25.0f; #line 173 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_strDescription . PrintF ("Medium - H:%g T:%g" , m_fValue , m_fRespawnTime ); #line 175 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" AddItem (MODEL_50 , TEXTURE_50 , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 176 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" AddFlare (MODEL_FLARE , TEXTURE_FLARE , FLOAT3D (0 , 1.0f , 0) , FLOAT3D (3 , 3 , 0.5f)); #line 177 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" StretchItem (FLOAT3D (2.0f , 2.0f , 2.0f)); #line 178 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_iSoundComponent = SOUND_MEDIUM ; #line 179 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" }break ; #line 180 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_STRONG : #line 181 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" ForceCollisionBoxIndexChange (ITEMHOLDER_COLLISION_BOX_MEDIUM ); #line 182 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_fValue = 100.0f; #line 183 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_bOverTopArmor = FALSE ; #line 184 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_fRespawnTime = (m_fCustomRespawnTime > 0) ? m_fCustomRespawnTime : 60.0f; #line 185 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_strDescription . PrintF ("Strong - H:%g T:%g" , m_fValue , m_fRespawnTime ); #line 187 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" AddItem (MODEL_100 , TEXTURE_100 , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 188 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" AddFlare (MODEL_FLARE , TEXTURE_FLARE , FLOAT3D (0 , 0.75f , 0) , FLOAT3D (3.5 , 3.5 , 1.0f)); #line 189 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" StretchItem (FLOAT3D (2.5f , 2.5f , 2.5f)); #line 190 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_iSoundComponent = SOUND_STRONG ; #line 191 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" break ; #line 192 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_SUPER : #line 193 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" ForceCollisionBoxIndexChange (ITEMHOLDER_COLLISION_BOX_MEDIUM ); #line 194 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_fValue = 200.0f; #line 195 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_bOverTopArmor = TRUE ; #line 196 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_fRespawnTime = (m_fCustomRespawnTime > 0) ? m_fCustomRespawnTime : 120.0f; #line 197 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_strDescription . PrintF ("Super - H:%g T:%g" , m_fValue , m_fRespawnTime ); #line 200 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" AddItem (MODEL_200 , TEXTURE_200 , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 201 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" AddFlare (MODEL_FLARE , TEXTURE_FLARE , FLOAT3D (0 , 0.75f , 0) , FLOAT3D (3 , 3 , 1.0f)); #line 202 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" StretchItem (FLOAT3D (2.5f , 2.5f , 2.5f)); #line 203 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_iSoundComponent = SOUND_SUPER ; #line 204 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" break ; #line 205 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_HELM : #line 206 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" ForceCollisionBoxIndexChange (ITEMHOLDER_COLLISION_BOX_SMALL ); #line 207 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_fValue = 5.0f; #line 208 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_bOverTopArmor = FALSE ; #line 209 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_fRespawnTime = (m_fCustomRespawnTime > 0) ? m_fCustomRespawnTime : 10.0f; #line 210 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_strDescription . PrintF ("Helm - H:%g T:%g" , m_fValue , m_fRespawnTime ); #line 212 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" AddItem (MODEL_5 , TEXTURE_5 , 0 , TEX_SPEC_MEDIUM , 0); #line 213 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" AddFlare (MODEL_FLARE , TEXTURE_FLARE , FLOAT3D (0 , 0.5f , 0) , FLOAT3D (1.5 , 1.5 , 0.4f)); #line 214 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" StretchItem (FLOAT3D (0.875f * 0.75 , 0.875f * 0.75 , 0.875f * 0.75)); #line 215 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_iSoundComponent = SOUND_HELM ; #line 216 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" break ; #line 217 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 218 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 220 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" void CArmorItem::AdjustDifficulty(void) #line 221 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" { #line 222 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" if(! GetSP () -> sp_bAllowArmor && m_penTarget == NULL ){ #line 223 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" Destroy (); #line 224 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 225 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } BOOL CArmorItem:: #line 228 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" ItemCollected(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CArmorItem_ItemCollected ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EPass, "CArmorItem::ItemCollected expects 'EPass' as input!"); const EPass &epass = (const EPass &)__eeInput; #line 229 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" ASSERT (epass . penOther != NULL ); #line 232 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" if(GetSP () -> sp_bHealthArmorStays && ! (m_bPickupOnce || m_bRespawn )){ #line 234 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" BOOL bWasPicked = MarkPickedBy (epass . penOther ); #line 235 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" if(bWasPicked ){ #line 237 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" Return(STATE_CURRENT,EVoid()); #line 237 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" return TRUE; #line 238 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 239 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 242 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" EArmor eArmor ; #line 243 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" eArmor . fArmor = m_fValue ; #line 244 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" eArmor . bOverTopArmor = m_bOverTopArmor ; #line 246 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" if(epass . penOther -> ReceiveItem (eArmor )){ #line 248 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" if(_pNetwork -> IsPlayerLocal (epass . penOther )) #line 249 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" { #line 250 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" switch(m_EaitType ) #line 251 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" { #line 252 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_SHARD : IFeel_PlayEffect ("PU_ArmourShard");break ; #line 253 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_SMALL : IFeel_PlayEffect ("PU_ArmourSmall");break ; #line 254 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_MEDIUM : IFeel_PlayEffect ("PU_ArmourMedium");break ; #line 255 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_STRONG : IFeel_PlayEffect ("PU_ArmourStrong");break ; #line 256 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_SUPER : IFeel_PlayEffect ("PU_ArmourSuper");break ; #line 257 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" case ARIT_HELM : IFeel_PlayEffect ("PU_ArmourHelm");break ; #line 258 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 259 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 262 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_soPick . Set3DParameters (50.0f , 1.0f , 1.0f , 1.0f); #line 263 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" PlaySound (m_soPick , m_iSoundComponent , SOF_3D ); #line 264 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" m_fPickSoundLen = GetSoundLength (m_iSoundComponent ); #line 266 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" if(! GetSP () -> sp_bHealthArmorStays || (m_bPickupOnce || m_bRespawn )){ #line 267 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" Jump(STATE_CURRENT, STATE_CItem_ItemReceived, FALSE, EVoid());return TRUE; #line 268 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 269 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" } #line 270 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" Return(STATE_CURRENT,EVoid()); #line 270 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" return TRUE; ASSERT(FALSE); return TRUE;};BOOL CArmorItem:: #line 273 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" Main(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CArmorItem_Main ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EVoid, "CArmorItem::Main expects 'EVoid' as input!"); const EVoid &e = (const EVoid &)__eeInput; #line 274 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" Initialize (); #line 275 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" StartModelAnim (ITEMHOLDER_ANIM_SMALLOSCILATION , AOF_LOOPING | AOF_NORESTART ); #line 276 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" SetProperties (); #line 278 "D:/SE1_GPL/Sources/EntitiesMP/ArmorItem.es" Jump(STATE_CURRENT, STATE_CItem_ItemLoop, FALSE, EVoid());return TRUE; ASSERT(FALSE); return TRUE;};