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Implement CPlasmaProjectile

This commit is contained in:
Jack Andersen
2019-01-02 17:47:28 -10:00
parent 4f3c8daf27
commit 5b55320e9b
30 changed files with 1203 additions and 238 deletions

View File

@@ -104,7 +104,7 @@ void CEyeball::Think(float dt, CStateManager& mgr) {
if (GetActive()) {
CPlasmaProjectile* projectile = static_cast<CPlasmaProjectile*>(mgr.ObjectById(x5ec_projectileId));
if (projectile && projectile->GetActive())
projectile->UpdateFX(GetLctrTransform(skEyeLocator), dt, mgr);
projectile->UpdateFx(GetLctrTransform(skEyeLocator), dt, mgr);
}
if (x60c_28_firingBeam) {
@@ -125,7 +125,7 @@ void CEyeball::CreateBeam(CStateManager& mgr) {
mgr.AddObject(new CPlasmaProjectile(x5b4_projectileInfo.Token(), "EyeBall_Beam"sv, EWeaponType::AI, beamInfo,
zeus::CTransform::Identity(), EMaterialTypes::Immovable,
x5b4_projectileInfo.GetDamage(), x5ec_projectileId, GetAreaIdAlways(),
GetUniqueId(), 8, false, EProjectileAttrib::KeepInCinematic));
GetUniqueId(), {}, false, EProjectileAttrib::KeepInCinematic));
}
void CEyeball::InActive(CStateManager&, EStateMsg msg, float) {