//----------------------------------------------------------------------------- // // $Logfile:: /Quake 2 Engine/Sin/code/game/armor.h $ // $Revision:: 11 $ // $Author:: Aldie $ // $Date:: 7/24/98 5:03p $ // // Copyright (C) 1997 by Ritual Entertainment, Inc. // All rights reserved. // // This source is may not be distributed and/or modified without // expressly written permission by Ritual Entertainment, Inc. // // $Log:: /Quake 2 Engine/Sin/code/game/armor.h $ // // 11 7/24/98 5:03p Aldie // Armor never adds, only replaces // // 10 6/28/98 4:13p Markd // simplified setup // // 9 6/25/98 8:48p Markd // Rewrote Item class, added keyed items to triggers, cleaned up item system // // 8 6/24/98 1:38p Aldie // Implementation of inventory system and picking stuff up // // 7 6/17/98 1:16a Jimdose // Moved setOwner to Item. // Added EV_Item_Pickup // // 6 6/15/98 3:36p Aldie // Updated armor for maxout values // // 5 6/05/98 2:45p Aldie // New version of armor // // 3 10/27/97 2:48p Jimdose // // 2 9/26/97 5:30p Jimdose // Added standard Ritual headers // // DESCRIPTION: // Standard armor that prevents a percentage of damage per hit. // #ifndef __ARMOR_H__ #define __ARMOR_H__ #include "item.h" #define MAX_ARMOR 100 class EXPORT_FROM_DLL Armor : public Item { protected: virtual void Setup( const char *model, int amount ); virtual void Add( int amount ); public: CLASS_PROTOTYPE( Armor ); Armor( ); virtual qboolean Pickupable( Entity *other ); }; class EXPORT_FROM_DLL RiotHelmet : public Armor { public: CLASS_PROTOTYPE( RiotHelmet ); RiotHelmet(); }; class EXPORT_FROM_DLL FlakJacket : public Armor { public: CLASS_PROTOTYPE( FlakJacket ); FlakJacket(); }; class EXPORT_FROM_DLL FlakPants : public Armor { public: CLASS_PROTOTYPE( FlakPants ); FlakPants(); }; #endif /* armor.h */