//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D 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. // // Scorched3D 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 Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #include #include Weapon::Weapon() : armsLevel_(-1) { } Weapon::~Weapon() { } bool Weapon::parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode) { // Get the optional weapon armslevel accessoryNode->getNamedChild("armslevel", armsLevel_, false); return true; } int Weapon::getArmsLevel() { if (armsLevel_ == -1) return parent_->getArmsLevel(); return armsLevel_; }