//----------------------------------------------------------------------------- // // $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 ) { }