void CPointer::DumpPointerTos(void)
{
	CBaseObject* pvBaseObject = BaseObject();

	if (pvBaseObject)
	{
		pvBaseObject->DumpPointerTos();
	}
}
void CPointer::Dump(void)
{
	CChars			sz;
	CBaseObject*	pvBaseObject = BaseObject();

	if (pvBaseObject)
	{
		pvBaseObject->Dump();
	}
	else
	{
		sz.Init("NULL\n");
		sz.Dump();
		sz.Kill();
	}
}
Beispiel #3
0
#include "BaseUsable.h"

//-----------------------------------------------------------------------------
// Variants
VariantObject::Entry bench_variants[] = {
	"lawa.qmsh", nullptr,
	"lawa2.qmsh", nullptr,
	"lawa3.qmsh", nullptr,
	"lawa4.qmsh", nullptr
};
VariantObject bench_variant = { bench_variants, countof(bench_variants), false };

//-----------------------------------------------------------------------------
// Nazwa nie jest wyœwietlana
BaseObject BaseObject::objs[] = {
	BaseObject("barrel", OBJ_NEAR_WALL, 0, "Barrel", "beczka.qmsh", 0.38f, 1.083f),
	BaseObject("barrels", OBJ_NEAR_WALL, 0, "Barrels", "beczki.qmsh"),
	BaseObject("big_barrel", OBJ_NEAR_WALL | OBJ_PHY_BLOCKS_CAM, 0, "Big barrel", "beczka2.qmsh"),
	BaseObject("box", OBJ_NEAR_WALL, 0, "Box", "skrzynka.qmsh"),
	BaseObject("boxes", OBJ_NEAR_WALL, 0, "Boxes", "skrzynki.qmsh"),
	BaseObject("table", 0, 0, "Table", "stol.qmsh"),
	BaseObject("table2", 0, 0, "Table with objects", "stol2.qmsh"),
	BaseObject("wagon", 0, OBJ2_MULTI_PHYSICS | OBJ_PHY_BLOCKS_CAM, "Wagon", "woz.qmsh"),
	BaseObject("bow_target", OBJ_NEAR_WALL | OBJ_PHYSICS_PTR, 0, "Archery target", "tarcza_strzelnicza.qmsh"),
	BaseObject("torch", OBJ_NEAR_WALL | OBJ_LIGHT | OBJ_IMPORTANT, 0, "Torch", "pochodnia.qmsh", 0.27f / 4, 2.18f, -1, 2.2f, nullptr, 0.5f),
	BaseObject("torch_off", OBJ_NEAR_WALL, 0, "Torch (not lit)", "pochodnia.qmsh", 0.27f / 4, 2.18f),
	BaseObject("tanning_rack", OBJ_NEAR_WALL, 0, "Tanning rack", "tanning_rack.qmsh", 0),
	BaseObject("altar", OBJ_NEAR_WALL | OBJ_IMPORTANT | OBJ_REQUIRED | OBJ_PHY_BLOCKS_CAM, 0, "Altar", "oltarz.qmsh", 0),
	BaseObject("bloody_altar", OBJ_NEAR_WALL | OBJ_IMPORTANT | OBJ_BLOOD_EFFECT | OBJ_PHY_BLOCKS_CAM, 0, "Bloody altar", "krwawy_oltarz.qmsh", -1, 0.782f),
	BaseObject("chair", OBJ_USABLE | OBJ_CHAIR, 0, "Chair", "krzeslo.qmsh"),
	BaseObject("bookshelf", OBJ_NEAR_WALL | OBJ_USABLE | OBJ_BOOKSHELF | OBJ_PHY_BLOCKS_CAM, 0, "Bookshelf", "biblioteczka.qmsh"),
	operator BaseObject() const { return BaseObject(); }