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New code style refactor
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@@ -1,26 +1,17 @@
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#include "CPlasmaProjectile.hpp"
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#include "TCastTo.hpp"
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namespace urde
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{
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namespace urde {
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CPlasmaProjectile::CPlasmaProjectile(const TToken<CWeaponDescription>& wDesc, std::string_view name,
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EWeaponType wType, const CBeamInfo& bInfo, const zeus::CTransform& xf,
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EMaterialTypes matType, const CDamageInfo& dInfo, TUniqueId uid, TAreaId aid,
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TUniqueId owner, u32 w1, bool b1, EProjectileAttrib attribs)
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: CBeamProjectile(wDesc, name, wType, xf, bInfo.x18_, bInfo.x1c_, bInfo.x38_, matType,
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dInfo, uid, aid, owner, attribs, b1)
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{
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}
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CPlasmaProjectile::CPlasmaProjectile(const TToken<CWeaponDescription>& wDesc, std::string_view name, EWeaponType wType,
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const CBeamInfo& bInfo, const zeus::CTransform& xf, EMaterialTypes matType,
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const CDamageInfo& dInfo, TUniqueId uid, TAreaId aid, TUniqueId owner, u32 w1,
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bool b1, EProjectileAttrib attribs)
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: CBeamProjectile(wDesc, name, wType, xf, bInfo.x18_, bInfo.x1c_, bInfo.x38_, matType, dInfo, uid, aid, owner, attribs,
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b1) {}
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void CPlasmaProjectile::Accept(IVisitor& visitor)
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{
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visitor.Visit(this);
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}
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void CPlasmaProjectile::Accept(IVisitor& visitor) { visitor.Visit(this); }
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void CPlasmaProjectile::Fire(const zeus::CTransform&, CStateManager&, bool)
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{
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SetActive(true);
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}
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void CPlasmaProjectile::Fire(const zeus::CTransform&, CStateManager&, bool) { SetActive(true); }
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}
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} // namespace urde
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