metaforce/Runtime/Weapon/CGameProjectile.hpp

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#ifndef __URDE_CGAMEPROJECTILE_HPP__
#define __URDE_CGAMEPROJECTILE_HPP__
#include "Collision/CMaterialList.hpp"
#include "Weapon/CWeaponMode.hpp"
#include "Weapon/CWeapon.hpp"
#include "World/CDamageInfo.hpp"
#include "RetroTypes.hpp"
#include "CToken.hpp"
#include "Weapon/CProjectileWeapon.hpp"
namespace urde
{
class CGenDescription;
class CWeaponDescription;
class CGameProjectile : public CWeapon
{
//CProjectileWeapon x170_;
TUniqueId x2c8_projectileLight;
u32 x2cc_;
union
{
struct
{
bool x2e4_24_ : 1;
bool x2e4_25_ : 1;
bool x2e4_26_ : 1;
bool x2e4_27_ : 1;
bool x2e4_28_ : 1;
};
};
public:
CGameProjectile(bool, const TToken<CWeaponDescription>&, const std::string&, EWeaponType, const zeus::CTransform&,
EMaterialTypes, const CDamageInfo&, TUniqueId, TAreaId, TUniqueId, TUniqueId, u32, bool,
const zeus::CVector3f&, const rstl::optional_object<TLockedToken<CGenDescription>>&, s16, bool);
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virtual void Accept(IVisitor &visitor);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager &);
static EProjectileAttrib GetBeamAttribType(EWeaponType wType);
void DeleteProjectileLight(CStateManager&);
void CreateProjectileLight(const std::string&, const CLight&, CStateManager&);
void Chase(float, CStateManager&);
};
}
#endif // __URDE_CGAMEPROJECTILE_HPP__