#pragma once #include "a_pickups.h" // Health is some item that gives the player health when picked up. class PClassHealth : public PClassInventory { DECLARE_CLASS(PClassHealth, PClassInventory) protected: public: PClassHealth(); virtual void DeriveData(PClass *newclass); FString LowHealthMessage; int LowHealth; }; class AHealth : public AInventory { DECLARE_CLASS_WITH_META(AHealth, AInventory, PClassHealth) public: int PrevHealth; virtual bool TryPickup (AActor *&other) override; virtual FString PickupMessage () override; }; // HealthPickup is some item that gives the player health when used. class AHealthPickup : public AInventory { DECLARE_CLASS (AHealthPickup, AInventory) public: int autousemode; virtual void Serialize(FSerializer &arc) override; virtual AInventory *CreateCopy (AActor *other) override; virtual AInventory *CreateTossable () override; virtual bool HandlePickup (AInventory *item) override; virtual bool Use (bool pickup) override; };