/* =========================================================================== Copyright (C) 2015 the OpenMoHAA team This file is part of OpenMoHAA source code. OpenMoHAA source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. OpenMoHAA source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenMoHAA source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // inventoryitem.cpp: Inventory items #include "inventoryitem.h" #include "weaputils.h" #include "level.h" Event EV_InventoryItem_Shoot ( "activateitem", EV_DEFAULT, "S", "mode", "Activates the item" ); Event EV_InventoryItem_Activate_Papers ( "activatepapers", EV_DEFAULT, NULL, NULL, "The activation of the papers item" ); CLASS_DECLARATION( Weapon, InventoryItem, NULL ) { { &EV_InventoryItem_Shoot, &InventoryItem::ActivateItem }, { &EV_InventoryItem_Activate_Papers, &InventoryItem::ActivatePapers }, { NULL, NULL } }; InventoryItem::InventoryItem() { entflags |= EF_INVENTORYITEM; if ( LoadingSavegame ) { return; } weapon_class = WEAPON_CLASS_ITEM; } InventoryItem::~InventoryItem() { entflags &= ~EF_INVENTORYITEM; } void InventoryItem::ActivateItem ( Event *ev ) { if( firetype[ FIRE_PRIMARY ] == FT_CLICKITEM ) { Vector pos, forward, right, up, vBarrel; GetMuzzlePosition( &pos, &forward, &right, &up, &vBarrel ); ClickItemAttack( pos, forward, bulletrange[ FIRE_PRIMARY ], owner ); } m_fLastFireTime = level.time; } void InventoryItem::ActivatePapers ( Event *ev ) { GetOwner()->m_ShowPapersTime = level.inttime; }