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 FullWeapon; };