gzdoom/src/g_shared/a_weaponpiece.h

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class AWeaponPiece : public AInventory
{
DECLARE_CLASS (AWeaponPiece, AInventory)
HAS_OBJECT_POINTERS
protected:
bool PrivateShouldStay ();
public:
void Serialize (FArchive &arc);
bool TryPickup (AActor *&toucher);
bool ShouldStay ();
virtual const char *PickupMessage ();
virtual void PlayPickupSound (AActor *toucher);
int PieceValue;
const PClass * WeaponClass;
TObjPtr<AWeapon> FullWeapon;
};
// an internal class to hold the information for player class independent weapon piece handling
// [BL] Needs to be available for SBarInfo to check weaponpieces
class AWeaponHolder : public AInventory
{
DECLARE_CLASS(AWeaponHolder, AInventory)
public:
int PieceMask;
const PClass * PieceWeapon;
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void Serialize (FArchive &arc);
};