2016-12-22 19:57:21 +00:00
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#include "Weapon/CGameProjectile.hpp"
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2017-01-15 03:59:37 +00:00
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#include "TCastTo.hpp"
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2016-12-22 19:57:21 +00:00
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namespace urde
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{
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CGameProjectile::CGameProjectile(bool active, const TToken<CWeaponDescription>&, const std::string& name,
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EWeaponType wType, const zeus::CTransform& xf, EMaterialTypes matType,
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const CDamageInfo& dInfo, TUniqueId owner, TAreaId aid, TUniqueId uid, TUniqueId,
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u32 w1, bool b2, const zeus::CVector3f&,
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const rstl::optional_object<TLockedToken<CGenDescription>>&, s16, bool b3)
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2017-01-15 03:59:37 +00:00
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: CWeapon(owner, aid, active, uid, wType, name, xf,
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2017-01-07 01:58:05 +00:00
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CMaterialFilter::MakeIncludeExclude(
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{EMaterialTypes::NonSolidDamageable, matType},
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{EMaterialTypes::Projectile, EMaterialTypes::ProjectilePassthrough, matType, EMaterialTypes::Solid}),
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2016-12-22 19:57:21 +00:00
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CMaterialList(), dInfo, EProjectileAttrib(w1) | GetBeamAttribType(wType), CModelData::CModelDataNull())
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{
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}
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CWeapon::EProjectileAttrib CGameProjectile::GetBeamAttribType(EWeaponType wType)
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{
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if (wType == EWeaponType::Ice)
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return EProjectileAttrib::Ice;
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else if (wType == EWeaponType::Wave)
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return EProjectileAttrib::Wave;
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else if (wType == EWeaponType::Plasma)
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return EProjectileAttrib::Plasma;
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else if (wType == EWeaponType::Phazon)
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return EProjectileAttrib::Phazon;
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return EProjectileAttrib::None;
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}
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2017-01-15 03:59:37 +00:00
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void CGameProjectile::Accept(urde::IVisitor& visitor)
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{
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visitor.Visit(this);
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}
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2016-12-22 19:57:21 +00:00
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}
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