// ----------------------------------------------------------------------- // // // 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__