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Initial working projectiles

This commit is contained in:
Jack Andersen
2018-02-11 19:30:21 -10:00
parent 547471c6ba
commit 46a4a37cc6
45 changed files with 545 additions and 166 deletions

View File

@@ -80,7 +80,7 @@ void CWaveBeam::Fire(bool underwater, float dt, EChargeState chargeState, const
zeus::CTransform shotXf = xf * zeus::CTransform::RotateY(zeus::degToRad((randAng + i) * skShotAnglePitch));
CEnergyProjectile* proj = new CEnergyProjectile(true, weaponDesc, x1c0_weaponType, shotXf,
x1c8_playerMaterial, GetDamageInfo(mgr, chargeState, chargeFactor1),mgr.AllocateUniqueId(),
kInvalidAreaId, x1c4_playerId, homingTarget, CWeapon::EProjectileAttrib::ArmCannon, underwater,
kInvalidAreaId, x1c4_playerId, homingTarget, EProjectileAttrib::ArmCannon, underwater,
zeus::CVector3f::skOne, {}, -1, false);
mgr.AddObject(proj);
proj->Think(dt, mgr);