#include "armor.qh" #ifdef MENUQC #include #define PAR_DEFAULT_PICKUP_ARMOR(s) \ PAR(_("By default, the pickup gives you %s armor."), strcat("^9", cvar_defstring(strcat("g_pickup_armor", s)), "^7")); METHOD(ArmorSmall, describe, string(ArmorSmall this)) { TC(ArmorSmall, this); PAGE_TEXT_INIT(); PAR(_("The %s provides you a small amount of armor when picked up, " "protecting you from damage by absorbing incoming hits until it is depleted."), COLORED_NAME(this)); PAR_DEFAULT_PICKUP_ARMOR("small"); return PAGE_TEXT; } METHOD(ArmorMedium, describe, string(ArmorMedium this)) { TC(ArmorMedium, this); PAGE_TEXT_INIT(); PAR(_("The %s provides you a medium amount of armor when picked up, " "protecting you from damage by absorbing incoming hits until it is depleted."), COLORED_NAME(this)); PAR_DEFAULT_PICKUP_ARMOR("medium"); return PAGE_TEXT; } METHOD(ArmorBig, describe, string(ArmorBig this)) { TC(ArmorBig, this); PAGE_TEXT_INIT(); PAR(_("The %s provides you a large amount of armor when picked up, " "protecting you from damage by absorbing incoming hits until it is depleted."), COLORED_NAME(this)); PAR_DEFAULT_PICKUP_ARMOR("big"); return PAGE_TEXT; } METHOD(ArmorMega, describe, string(ArmorMega this)) { TC(ArmorMega, this); PAGE_TEXT_INIT(); PAR(_("The %s provides you a huge amount of armor when picked up, " "protecting you from damage by absorbing incoming hits until it is depleted."), COLORED_NAME(this)); PAR(_("It tends to be one of the most highly contested items on a map, particularly in gametypes like %s."), COLORED_NAME(MAPINFO_TYPE_DUEL)); PAR_DEFAULT_PICKUP_ARMOR("mega"); return PAGE_TEXT; } #undef DEFAULT_PICKUP_ARMOR #endif