#include "a_pickups.h" // Metal Armor -------------------------------------------------------------- class AMetalArmor : public ABasicArmorPickup { DECLARE_ACTOR (AMetalArmor, ABasicArmorPickup) public: virtual const char *PickupMessage () { return "You picked up the Metal Armor."; } }; FState AMetalArmor::States[] = { S_NORMAL (ARM3, 'A', -1, NULL, NULL), }; IMPLEMENT_ACTOR (AMetalArmor, Strife, 2019, 69) PROP_RadiusFixed (20) PROP_HeightFixed (16) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_SpawnState (0) PROP_Inventory_MaxAmount (3) PROP_Inventory_FlagsSet (IF_AUTOACTIVATE|IF_INVBAR) PROP_StrifeType (129) PROP_StrifeTeaserType (125) PROP_StrifeTeaserType2 (128) PROP_BasicArmorPickup_SaveAmount (200) PROP_BasicArmorPickup_SavePercent (FRACUNIT/2) PROP_Inventory_Icon ("I_ARM1") PROP_Tag ("Metal_Armor") END_DEFAULTS // Leather Armor ------------------------------------------------------------ class ALeatherArmor : public ABasicArmorPickup { DECLARE_ACTOR (ALeatherArmor, ABasicArmorPickup) public: virtual const char *PickupMessage () { return "You picked up the Leather Armor."; } }; FState ALeatherArmor::States[] = { S_NORMAL (ARM4, 'A', -1, NULL, NULL), }; IMPLEMENT_ACTOR (ALeatherArmor, Strife, 2018, 68) PROP_RadiusFixed (20) PROP_HeightFixed (16) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_SpawnState (0) PROP_Inventory_MaxAmount (5) PROP_Inventory_FlagsSet (IF_AUTOACTIVATE|IF_INVBAR) PROP_StrifeType (130) PROP_StrifeTeaserType (126) PROP_StrifeTeaserType2 (129) PROP_BasicArmorPickup_SaveAmount (100) PROP_BasicArmorPickup_SavePercent (FRACUNIT/3) PROP_Inventory_Icon ("I_ARM2") PROP_Tag ("Leather_Armor") END_DEFAULTS