Adding items
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25
source/items.cpp
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25
source/items.cpp
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#include "items.h"
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Item* loadItem(int itemIndex) {
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switch(itemIndex) {
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// Type, PrimaryDamage, SecondaryDamage, MeleeDamage, EnemyDamage,
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// Health, PlayerSpeed, EnemySpeed, Cost
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//Passives
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case 0: return new Item(0,0,0,0,0,10,0,0,20); break;
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case 1: return new Item(0,0,0,0,0,50,-2,0,100); break;
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case 2: return new Item(0,5,0,0,0,0,0,0,30); break;
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case 3: return new Item(0,0,5,0,0,0,0,0,30); break;
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case 4: return new Item(0,0,0,5,0,0,0,0,30); break;
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case 5: return new Item(0,10,0,0,5,0,0,0,50); break;
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case 6: return new Item(0,0,10,0,5,0,0,0,50); break;
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case 7: return new Item(0,0,0,10,5,0,0,0,50); break;
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case 8: return new Item(0,2,2,2,4,0,0,0,10); break;
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case 9: return new Item(0,6,6,6,0,0,0,6,66); break;
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case 10: return new Item(0,0,0,0,0,0,2,0,10); break;
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case 11: return new Item(0,0,0,0,0,0,-2,-2,20); break;
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//Healz
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case 12: return new Item(1,0,0,0,0,10,0,0,33); break;
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case 13: return new Item(1,0,0,0,0,25,0,0,66); break;
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case 14: return new Item(1,0,0,0,0,50,0,0,90); break;
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}
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}
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41
source/items.h
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41
source/items.h
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#ifndef ITEMS_H_
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#define ITEMS_H_
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class Item {
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public:
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int type_;
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int pDamage_;
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int sDamage_;
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int mDamage_;
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int eDamage_;
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int health_;
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int pSpeed_;
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int eSpeed_;
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int cost_;
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Item(int type = 0, int pDamage = 0, int sDamage = 0, int mDamage = 0, int eDamage = 0, int health = 0, int pSpeed = 0, int eSpeed = 0, int cost = 0)
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: type_(type),
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pDamage_(pDamage),
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sDamage_(sDamage),
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mDamage_(mDamage),
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eDamage_(eDamage),
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health_(health),
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pSpeed_(pSpeed),
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eSpeed_(eSpeed),
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cost_(cost)
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{}
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void reset()
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{
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pDamage_=0;
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sDamage_=0;
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mDamage_=0;
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eDamage_=0;
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health_=0;
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pSpeed_=0;
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eSpeed_=0;
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}
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};
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Item* loadItem(int itemIndex);
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#endif
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