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https://github.com/UberGames/EF2GameSource.git
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96 lines
2.5 KiB
C++
96 lines
2.5 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/UseData.h $
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// $Revision:: 5 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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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 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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//
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// DESCRIPTION:
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// UseDataObject
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//
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// UseData.h: interface for the UseData class.
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//
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//////////////////////////////////////////////////////////////////////
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class UseData;
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#ifndef __USEDATA_H__
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#define __USEDATA_H__
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#include "g_local.h"
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//------------------------- CLASS ------------------------------
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//
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// Name: UseData
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// Base Class: Class
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//
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// Description: Stores information about how to use this entity
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//
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// Method of Use: There is a pointer to this class in Entity,
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// NULL by default. If this class is allocated,
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// it is assumed that this entity can be "used"
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// When used, it plays _useAnim on the player,
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// calls _useThread in the script. Displays
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// _useType icon in the HUD.
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//--------------------------------------------------------------
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class UseData : public Class
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{
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private:
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str _useAnim;
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str _useThread;
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str _useType;
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float _useMaxDist;
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int _useCount;
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public:
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UseData()
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:_useAnim(""),
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_useType(""),
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_useThread(""),
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_useMaxDist(64.0f),
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_useCount(-1)
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{ }
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~UseData() { }
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const str& getUseAnim() { return _useAnim; }
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const str& getUseThread() { return _useThread; }
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const str& getUseType() { return _useType; }
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float getUseMaxDist() { return _useMaxDist; }
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int getUseCount() { return _useCount; }
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void setUseAnim(const str& newanim) { _useAnim = newanim; }
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void setUseThread(const str& newthread) { _useThread = newthread; }
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void setUseType(const str& newtype) { _useType = newtype; }
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void setUseMaxDist(float newdist) { _useMaxDist = newdist; }
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void setUseCount(float newcount) { _useCount = (int)newcount; }
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void useMe();
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void Archive(Archiver &arc);
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};
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inline void UseData::Archive(Archiver &arc)
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{
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Class::Archive( arc );
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arc.ArchiveString( &_useAnim );
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arc.ArchiveString( &_useThread );
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arc.ArchiveString( &_useType );
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arc.ArchiveFloat( &_useMaxDist );
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arc.ArchiveInteger( &_useCount );
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}
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#endif // __USEDATA_H__
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