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:
CBeamProjectile(const TToken<CWeaponDescription>&, const std::string&, EWeaponType, const zeus::CTransform&, int,
float, float, EMaterialTypes, const CDamageInfo&, TUniqueId, TAreaId, TUniqueId, u32, bool);
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virtual 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__