metaforce/Runtime/Weapon/CBeamProjectile.cpp

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#include "Weapon/CBeamProjectile.hpp"
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#include "TCastTo.hpp"
namespace urde
{
CBeamProjectile::CBeamProjectile(const TToken<CWeaponDescription>& wDesc, const std::string& name, EWeaponType wType,
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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)
: CGameProjectile(false, wDesc, name, wType, xf, matType, dInfo, uid, aid, owner, kInvalidUniqueId, attribs, false,
zeus::CVector3f::skOne, {}, -1, false)
{
}
void CBeamProjectile::Think(float, CStateManager &)
{
}
rstl::optional_object<zeus::CAABox> CBeamProjectile::GetTouchBounds() const
{
return {};
}
void CBeamProjectile::Touch(CActor &, CStateManager &)
{
}
void CBeamProjectile::ResetBeam(CStateManager &, bool)
{
}
void CBeamProjectile::UpdateFX(const zeus::CTransform &, float, CStateManager &)
{
}
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void CBeamProjectile::Accept(urde::IVisitor& visitor)
{
visitor.Visit(this);
}
}