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- /*
- * Item Defines
- */
- // Item Charge Defines
- #define NECKLACE_CHARGES 4
- #define HELM_CHARGES 3
- #define CHARGE_DISPOSE 1
- #define RING_INCREMENT 1
- // Item Variable Defines
- #define MAX_SHOPMENU_ITEMS 18
- #define MAX_PLAYER_ITEMS 2
- #define MAX_PAGE_ITEMS 9
- #define ITEM_SLOT_ONE 0
- #define ITEM_SLOT_TWO 1
- #define ITEM_SLOT_FULL 2
- #define ITEM_NONE -1
- #define ITEM_ANKH 0
- #define ITEM_BOOTS 1
- #define ITEM_CLAWS 2
- #define ITEM_CLOAK 3
- #define ITEM_MASK 4
- #define ITEM_NECKLACE 5
- #define ITEM_FROST 6
- #define ITEM_HEALTH 7
- #define ITEM_TOME 8
- #define ITEM_SCROLL 9
- #define ITEM_PROTECTANT 10
- #define ITEM_HELM 11
- #define ITEM_AMULET 12
- #define ITEM_SOCK 13
- #define ITEM_GLOVES 14
- #define ITEM_RING 15
- #define ITEM_CHAMELEON 16
- #define ITEM_MOLE 17
- #define MAX_ITEMS_PAGE 9
- // Item Variables
- new g_iShopMenuItems[33][MAX_PLAYER_ITEMS]; // Holds the player's current items
- new g_iFutureItem[33]; // Holds the item that the player wants to buy
- new g_iTotalRings[33]; // Holds the number of rings the player has
- new g_iNecklaceCharges[33]; // Holds the number of charges left in the player's necklace
- new g_iHelmCharges[33]; // Holds the number of charges left in the player's helm
- new bool:g_bPlayerBoughtAnkh[33]; // Set to true when a user buys an ankh
- new bool:g_bPlayerBoughtMole[33]; // Set to true when a user buys a mole
- new g_iGloveTimer[33]; // Keeps track of how much time is left to give a user a grenade
- new ITEM_COST[MAX_SHOPMENU_ITEMS]; // Holds the price of an item
- #define ITEM_CHARGEABLE 1
- #define ITEM_USEONBUY 2
- #define ITEM_BUYWHENDEAD 4
- #define ITEM_NEXTROUNDUSE 8
- new g_iFlag[MAX_SHOPMENU_ITEMS] = {0}; // Stores information about items
- #define ITEM_COST_RATIO 0.7
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