📄 weaponpickups.h
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// ----------------------------------------------------------------------- //
//
// MODULE : WeaponPickups.h
//
// PURPOSE : Weapon powerup items
//
// CREATED : 12/11/97
//
// ----------------------------------------------------------------------- //
#ifndef __WEAPONPICKUPS_H__
#define __WEAPONPICKUPS_H__
#include "PickupObject.h"
#include "InventoryMgr.h"
#include "SharedDefs.h"
class WeaponPickup : public PickupObject
{
public:
WeaponPickup() : PickupObject()
{
m_bBounce = DTRUE;
m_fRespawnTime = 0.0f; // Set to 0 so dropped weapons won't respawn
m_szPickupSound = "sounds\\powerups\\weapon1.wav";
}
protected :
void ObjectTouch (HOBJECT hObject);
DDWORD EngineMessageFn(DDWORD messageID, void *pData, float fData);
};
class BerettaPU : public WeaponPickup
{
public :
BerettaPU();
};
class ShotgunPU : public WeaponPickup
{
public :
ShotgunPU();
};
#ifdef _ADD_ON
class CombatShotgunPU : public WeaponPickup
{
public :
CombatShotgunPU();
};
#endif
class SniperRiflePU : public WeaponPickup
{
public :
SniperRiflePU();
};
class AssaultRiflePU : public WeaponPickup
{
public :
AssaultRiflePU();
};
class SubMachineGunPU : public WeaponPickup
{
public :
SubMachineGunPU();
};
class FlareGunPU : public WeaponPickup
{
public :
FlareGunPU();
};
class HowitzerPU : public WeaponPickup
{
public :
HowitzerPU();
};
class BugSprayPU : public WeaponPickup
{
public :
BugSprayPU();
};
class NapalmCannonPU : public WeaponPickup
{
public :
NapalmCannonPU();
};
class MiniGunPU : public WeaponPickup
{
public :
MiniGunPU();
};
class VoodooDollPU : public WeaponPickup
{
public :
VoodooDollPU();
};
class OrbPU : public WeaponPickup
{
public :
OrbPU();
};
class DeathRayPU : public WeaponPickup
{
public :
DeathRayPU();
};
class LifeLeechPU : public WeaponPickup
{
public :
LifeLeechPU();
};
#ifdef _ADD_ON
class FlayerPU : public WeaponPickup
{
public :
FlayerPU();
};
#endif
class TeslaCannonPU : public WeaponPickup
{
public :
TeslaCannonPU();
};
class SingularityPU : public WeaponPickup
{
public :
SingularityPU();
};
// Function which spawns a new weapon pickup item
HOBJECT SpawnWeaponPickup(DDWORD dwWeapType, HOBJECT hOwner, DVector *pvPos, DRotation *prRot, DBOOL bIncludeAmmo);
#endif // __WEAPONPICKUPS_H__
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