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📄 keys.cpp

📁 this keik game source
💻 CPP
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//-----------------------------------------------------------------------------
//
//  $Logfile:: /Quake 2 Engine/Sin/code/game/keys.cpp                        $
// $Revision:: 24                                                             $
//   $Author:: Markd                                                          $
//     $Date:: 11/15/98 4:30p                                                 $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/keys.cpp                             $
// 
// 24    11/15/98 4:30p Markd
// don't play pulse part dialog if jc not present
// 
// 23    10/26/98 2:17p Aldie
// Updated evidence.def
// 
// 22    10/25/98 1:51a Aldie
// Added passcode2
// 
// 21    10/25/98 12:23a Markd
// Put in pulse parts
// 
// 20    10/23/98 10:15p Aldie
// Changed class name of identity card
// 
// 19    10/22/98 6:27p Aldie
// Fixed typo with identity card
// 
// 18    10/20/98 3:00a Aldie
// Set oldorigin of pulseparts
// 
// 17    10/19/98 12:05a Jimdose
// made all code use fast checks for inheritance (no text lookups when
// possible)
// isSubclassOf no longer requires ::_classinfo()
// moved ScubaGear to powerups.cpp
// 
// 16    10/17/98 6:58p Aldie
// Made pulseparts work
// 
// 15    10/16/98 11:01p Aldie
// Added Hand
// 
// 14    10/12/98 3:49p Aldie
// More items
// 
// 13    10/07/98 9:06p Aldie
// Added a bunch of inventory items
// 
// 12    9/07/98 6:20p Markd
// added inventory_dollar
// 
// 11    8/08/98 8:04p Markd
// Added money bag
// 
// 10    7/20/98 3:52p Aldie
// Fixed the icons
// 
// 9     7/19/98 5:40p Markd
// Added keyring
// 
// 8     7/19/98 5:32p Markd
// Added KeyRing
// 
// 7     7/19/98 3:43p Markd
// Added a setIcon for keys
// 
// 6     6/27/98 8:13p Markd
// Added additional inventory items
// 
// 5     6/25/98 8:47p Markd
// Added keyed items for Triggers, Rewrote Item class, rewrote every pickup
// method
// 
// DESCRIPTION:
// Access cards and keys

#include "inventoryitem.h" 
#include "player.h"

class EXPORT_FROM_DLL BlueCard : public InventoryItem
	{
	public:
      CLASS_PROTOTYPE( BlueCard );
                  BlueCard();
   };

CLASS_DECLARATION( InventoryItem, BlueCard, "inventory_bluecard" )

ResponseDef BlueCard::Responses[] =
	{
		{ NULL, NULL }
	};

BlueCard::BlueCard
	(
	)
	{
   setModel( "card_blu.def" );
	}


class EXPORT_FROM_DLL OrangeCard : public InventoryItem
	{
	public:
      CLASS_PROTOTYPE( OrangeCard );
                  OrangeCard();
   };

CLASS_DECLARATION( InventoryItem, OrangeCard, "inventory_orangecard" )

ResponseDef OrangeCard::Responses[] =
	{
		{ NULL, NULL }
	};

OrangeCard::OrangeCard
	(
	)
	{
   setModel( "card_orng.def" );
	}

class EXPORT_FROM_DLL YellowCard : public InventoryItem
	{
	public:
      CLASS_PROTOTYPE( YellowCard );
                  YellowCard();
   };

CLASS_DECLARATION( InventoryItem, YellowCard, "inventory_yellowcard" )

ResponseDef YellowCard::Responses[] =
	{
		{ NULL, NULL }
	};

YellowCard::YellowCard
	(
	)
	{
   setModel( "card_yel.def" );
	}

class EXPORT_FROM_DLL GreenCard : public InventoryItem
	{
	public:
      CLASS_PROTOTYPE( GreenCard );
                  GreenCard();
   };

CLASS_DECLARATION( InventoryItem, GreenCard, "inventory_greencard" )

ResponseDef GreenCard::Responses[] =
	{
		{ NULL, NULL }
	};

GreenCard::GreenCard
	(
	)
	{
   setModel( "card_grn.def" );
	}

class EXPORT_FROM_DLL IdentCard : public InventoryItem
	{
	public:
      CLASS_PROTOTYPE( IdentCard );
                  IdentCard();
   };

CLASS_DECLARATION( InventoryItem, IdentCard, "inventory_identcard" )

ResponseDef IdentCard::Responses[] =
	{
		{ NULL, NULL }
	};

IdentCard::IdentCard
	(
	)
	{
   setModel( "identcard.def" );
	}

class EXPORT_FROM_DLL Cookies : public InventoryItem
	{
	public:
      CLASS_PROTOTYPE( Cookies );
                  Cookies();
   };

CLASS_DECLARATION( InventoryItem, Cookies, "inventory_cookies" )

ResponseDef Cookies::Responses[] =
	{
		{ NULL, NULL }
	};

Cookies::Cookies
	(
	)
	{
   setModel( "cookies.def" );
	}

class EXPORT_FROM_DLL ComLink : public InventoryItem
	{
	public:
      CLASS_PROTOTYPE( ComLink );
                  ComLink();
   };

CLASS_DECLARATION( InventoryItem, ComLink, "inventory_comlink" )

ResponseDef ComLink::Responses[] =
	{
		{ NULL, NULL }
	};

ComLink::ComLink
	(
	)
	{
   setModel( "comlink.def" );
	}

class EXPORT_FROM_DLL Coin : public InventoryItem
	{
	public:
      CLASS_PROTOTYPE( Coin );
                  Coin();
   };

CLASS_DECLARATION( InventoryItem, Coin, "inventory_coin" )

ResponseDef Coin::Responses[] =
	{
		{ NULL, NULL }
	};

Coin::Coin
	(
	)
	{
   setModel( "coin.def" );
	}

class EXPORT_FROM_DLL Code : public InventoryItem
	{
	public:
      CLASS_PROTOTYPE( Code );
                  Code();
   };

CLASS_DECLARATION( InventoryItem, Code, "inventory_code" )

ResponseDef Code::Responses[] =
	{
		{ NULL, NULL }
	};

Code::Code
	(
	)
	{
   setModel( "code.def" );
	}

class EXPORT_FROM_DLL KeyRing : public InventoryItem
	{
	public:
      CLASS_PROTOTYPE( KeyRing );
                  KeyRing();
   };

CLASS_DECLARATION( InventoryItem, KeyRing, "inventory_keyring" )

ResponseDef KeyRing::Responses[] =
	{
		{ NULL, NULL }
	};

KeyRing::KeyRing
	(
	)
	{
   setModel( "keys.def" );
	}

class EXPORT_FROM_DLL MoneyBag : public InventoryItem
	{
	public:
      CLASS_PROTOTYPE( MoneyBag );
                  MoneyBag();
   };

CLASS_DECLARATION( InventoryItem, MoneyBag, "inventory_moneybag" )

ResponseDef MoneyBag::Responses[] =
	{
		{ NULL, NULL }
	};

MoneyBag::MoneyBag
	(
	)
	{
   setModel( "moneybag_inv.def" );
	}

class EXPORT_FROM_DLL Dollar : public InventoryItem
	{
	public:
      CLASS_PROTOTYPE( Dollar );
                  Dollar();
   };

CLASS_DECLARATION( InventoryItem, Dollar, "inventory_dollar" )

ResponseDef Dollar::Responses[] =
	{
		{ NULL, NULL }
	};

Dollar::Dollar
	(
	)
	{
   setModel( "dollar.def" );
	}

class EXPORT_FROM_DLL Evidence : public InventoryItem
	{
	public:
      CLASS_PROTOTYPE( Evidence );
                  Evidence();
   };

CLASS_DECLARATION( InventoryItem, Evidence, "inventory_evidence" )

ResponseDef Evidence::Responses[] =
	{
		{ NULL, NULL }
	};

Evidence::Evidence
	(
	)
	{
   setModel( "evidence.def" );
	}

class EXPORT_FROM_DLL Decoder : public InventoryItem
	{
	public:
      CLASS_PROTOTYPE( Decoder );
                  Decoder();
   };

CLASS_DECLARATION( InventoryItem, Decoder, "inventory_decoder" )

ResponseDef Decoder::Responses[] =
	{
		{ NULL, NULL }
	};

Decoder::Decoder
	(
	)
	{
   setModel( "code.def" );
	}

class EXPORT_FROM_DLL PulsePart1 : public InventoryItem
	{
	public:
      CLASS_PROTOTYPE( PulsePart1 );
                     PulsePart1();
      virtual Item   *ItemPickup( Entity *other );
   };

CLASS_DECLARATION( InventoryItem, PulsePart1, "inventory_pulsepart1" )

ResponseDef PulsePart1::Responses[] =
	{
		{ NULL, NULL }

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