sin-sdk/inventoryitem.cpp

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1998-12-20 00:00:00 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/inventoryitem.cpp $
// $Revision:: 7 $
// $Author:: Aldie $
// $Date:: 10/09/98 2:06a $
//
// Copyright (C) 1998 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/inventoryitem.cpp $
//
// 7 10/09/98 2:06a Aldie
// Updated DMFLAGS
//
// 6 7/19/98 5:40p Markd
// Removed constructor again
//
// 5 7/19/98 5:38p Markd
// Made constructor process all initcommands
//
// 4 6/25/98 8:47p Markd
// Added keyed items for Triggers, Rewrote Item class, rewrote every pickup
// method
//
// 3 6/24/98 1:36p Aldie
// Implementation of inventory system and picking stuff up
//
// 2 6/19/98 6:38p Aldie
// Inventory item subclass of Item
//
// DESCRIPTION:
// Inventory items
#include "inventoryitem.h"
CLASS_DECLARATION( Item, InventoryItem, NULL );
Event EV_InventoryItem_Use( "useinvitem" );
ResponseDef InventoryItem::Responses[] =
{
{ &EV_InventoryItem_Use, (Response)InventoryItem::Use },
{ NULL, NULL }
};
InventoryItem::InventoryItem
(
)
{
// All powerups are inventory items
if ( DM_FLAG( DF_NO_POWERUPS ) )
{
PostEvent( EV_Remove, 0 );
return;
}
}
void InventoryItem::Use
(
Event *ev
)
{
}