70 lines
1.7 KiB
C++
70 lines
1.7 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/inventoryitem.cpp $
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// $Revision:: 7 $
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// $Author:: Aldie $
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// $Date:: 10/09/98 2:06a $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/inventoryitem.cpp $
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//
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// 7 10/09/98 2:06a Aldie
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// Updated DMFLAGS
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//
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// 6 7/19/98 5:40p Markd
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// Removed constructor again
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//
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// 5 7/19/98 5:38p Markd
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// Made constructor process all initcommands
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//
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// 4 6/25/98 8:47p Markd
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// Added keyed items for Triggers, Rewrote Item class, rewrote every pickup
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// method
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//
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// 3 6/24/98 1:36p Aldie
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// Implementation of inventory system and picking stuff up
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//
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// 2 6/19/98 6:38p Aldie
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// Inventory item subclass of Item
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//
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// DESCRIPTION:
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// Inventory items
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#include "inventoryitem.h"
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CLASS_DECLARATION( Item, InventoryItem, NULL );
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Event EV_InventoryItem_Use( "useinvitem" );
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ResponseDef InventoryItem::Responses[] =
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{
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{ &EV_InventoryItem_Use, (Response)InventoryItem::Use },
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{ NULL, NULL }
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};
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InventoryItem::InventoryItem
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(
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)
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{
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// All powerups are inventory items
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if ( DM_FLAG( DF_NO_POWERUPS ) )
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{
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PostEvent( EV_Remove, 0 );
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return;
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}
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}
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void InventoryItem::Use
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(
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Event *ev
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)
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{
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}
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