metaforce/Runtime/Weapon/CBeamProjectile.hpp

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#ifndef __URDE_CBEAMPROJECTILE_HPP__
#define __URDE_CBEAMPROJECTILE_HPP__
#include "Weapon/CGameProjectile.hpp"
namespace urde
{
class CBeamProjectile : public CGameProjectile
{
public:
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CBeamProjectile(const TToken<CWeaponDescription>& wDesc, const std::string& name, EWeaponType wType,
const zeus::CTransform& xf, int flags, float f1, float f2, EMaterialTypes matType,
const CDamageInfo& dInfo, TUniqueId uid, TAreaId aid, TUniqueId owner,
EProjectileAttrib attribs, bool b1);
void Accept(IVisitor &visitor);
float GetMaxRadius() const;
zeus::CVector3f GetSurfaceNormal() const;
void GetDamageType() const;
void GetCurrentPos() const;
void PointCache();
void GetPointCache() const;
void CauseDamage(bool);
zeus::CVector3f GetBeamOrigin() const;
void GetInvMaxLength() const;
void GetCurrentLength();
void GetMaxLength();
s32 GetIntMaxLength();
void Think(float, CStateManager&);
rstl::optional_object<zeus::CAABox> GetTouchBounds() const;
void Touch(CActor&, CStateManager&);
virtual void ResetBeam(CStateManager&, bool);
virtual void UpdateFX(const zeus::CTransform&, float, CStateManager&);
};
}
#endif // __URDE_CBEAMPROJECTILE_HPP__