2016-12-22 19:57:21 +00:00
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#ifndef __URDE_CBEAMPROJECTILE_HPP__
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#define __URDE_CBEAMPROJECTILE_HPP__
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#include "Weapon/CGameProjectile.hpp"
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namespace urde
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{
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class CBeamProjectile : public CGameProjectile
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{
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public:
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CBeamProjectile(const TToken<CWeaponDescription>&, const std::string&, EWeaponType, const zeus::CTransform&, int,
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float, float, EMaterialTypes, const CDamageInfo&, TUniqueId, TAreaId, TUniqueId, u32, bool);
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2017-05-18 10:58:15 +00:00
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void Accept(IVisitor &visitor);
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2016-12-22 19:57:21 +00:00
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float GetMaxRadius() const;
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zeus::CVector3f GetSurfaceNormal() const;
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void GetDamageType() const;
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void GetCurrentPos() const;
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void PointCache();
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void GetPointCache() const;
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void CauseDamage(bool);
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zeus::CVector3f GetBeamOrigin() const;
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void GetInvMaxLength() const;
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void GetCurrentLength();
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void GetMaxLength();
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s32 GetIntMaxLength();
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void Think(float, CStateManager&);
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rstl::optional_object<zeus::CAABox> GetTouchBounds() const;
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void Touch(CActor&, CStateManager&);
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virtual void ResetBeam(CStateManager&, bool);
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virtual void UpdateFX(const zeus::CTransform&, float, CStateManager&);
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};
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}
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#endif // __URDE_CBEAMPROJECTILE_HPP__
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