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https://github.com/UberGames/EF2GameSource.git
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89 lines
2.1 KiB
C++
89 lines
2.1 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/ammo.h $
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// $Revision:: 6 $
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// $Author:: Steven $
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// $Date:: 2/14/03 5:37p $
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//
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// Copyright (C) 1997 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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// DESCRIPTION:
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// Base class for all ammunition for entities derived from the Weapon class.
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//
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#ifndef __AMMO_H__
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#define __AMMO_H__
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#include "g_local.h"
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#include "item.h"
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class AmmoEntity : public Item
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{
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private:
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float _lastPrintTime;
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public:
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CLASS_PROTOTYPE( AmmoEntity );
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AmmoEntity();
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/* virtual */ Item * ItemPickup( Entity *other, qboolean add_to_inventory, qboolean );
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/* virtual */ void cacheStrings( void );
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/* virtual */ void Archive( Archiver &arc );
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};
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inline void AmmoEntity::Archive( Archiver &arc )
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{
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Item::Archive( arc );
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arc.ArchiveFloat( &_lastPrintTime );
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}
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class Ammo : public Class
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{
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int amount;
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int maxamount;
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str name;
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int name_index;
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public:
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CLASS_PROTOTYPE( Ammo );
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Ammo();
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Ammo(const str &name, int amount, int name_index );
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void setAmount( int a );
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int getAmount( void );
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void setMaxAmount( int a );
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int getMaxAmount( void );
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void setName( const str &name );
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str getName( void );
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int getIndex( void );
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virtual void Archive( Archiver &arc );
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};
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inline void Ammo::Archive
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(
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Archiver &arc
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)
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{
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Class::Archive( arc );
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arc.ArchiveInteger( &amount );
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arc.ArchiveInteger( &maxamount );
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arc.ArchiveString( &name );
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//
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// name_index not archived, because it is auto-generated by gi.itemindex
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//
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if ( arc.Loading() )
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{
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setName( name );
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}
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}
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#endif /* ammo.h */
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