-#ifndef INVENTORY_H
-#define INVENTORY_H
+#pragma once
#include "all.qh"
#include "item/pickup.qh"
CLASS(Inventory, Object)
/** Stores counts of items, the id being the index */
- ATTRIBARRAY(Inventory, inv_items, int, Items_MAX)
+ ATTRIBARRAY(Inventory, inv_items, int, Items_MAX);
/** Previous state */
- ATTRIB(Inventory, inventory, Inventory, NULL)
+ ATTRIB(Inventory, inventory, Inventory);
ENDCLASS(Inventory)
/** Player inventory */
.int fld = inv_items[it.m_id];
int prev = this.(fld);
int next = this.(fld) = ReadByte();
- LOG_TRACEF("%s: %.0f -> %.0f\n", it.m_name, prev, next);
+ LOG_TRACEF("%s: %.0f -> %.0f", it.m_name, prev, next);
});
return true;
}
void Inventory_delete(entity e) { delete(e.inventory.inventory); delete(e.inventory); }
void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }
#endif
-
-#endif