class ScoreItem : Inventory { Default { Height 10; +COUNTITEM Inventory.Amount 1; +Inventory.ALWAYSPICKUP } override bool TryPickup (in out Actor toucher) { toucher.Score += Amount; GoAwayAndDie(); return true; } } class Health : Inventory native { native int PrevHealth; Default { Inventory.Amount 1; Inventory.MaxAmount 0; Inventory.PickupSound "misc/health_pkup"; } } class HealthPickup : Inventory native { native int autousemode; Default { Inventory.DefMaxAmount; +INVENTORY.INVBAR } } class Key : Inventory native { native uint8 KeyNumber; Default { +DONTGIB; // Don't disappear due to a crusher Inventory.InterHubAmount 0; Inventory.PickupSound "misc/k_pkup"; } } class MapRevealer : Inventory { //=========================================================================== // // AMapRevealer :: TryPickup // // A MapRevealer reveals the whole map for the player who picks it up. // The MapRevealer doesn't actually go in your inventory. Instead, it sets // a flag on the level. // //=========================================================================== override bool TryPickup (in out Actor toucher) { level.allmap = true; GoAwayAndDie (); return true; } } class PuzzleItem : Inventory native { native int PuzzleItemNumber; Default { +NOGRAVITY +INVENTORY.INVBAR Inventory.DefMaxAmount; Inventory.UseSound "PuzzleSuccess"; Inventory.PickupSound "misc/i_pkup"; } }