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Complete C*Projectile construction chain, add CScriptBeam
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38
Runtime/Weapon/CBeamProjectile.cpp
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38
Runtime/Weapon/CBeamProjectile.cpp
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#include "Weapon/CBeamProjectile.hpp"
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namespace urde
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{
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CBeamProjectile::CBeamProjectile(const TToken<CWeaponDescription>& wDesc, const std::string& name, EWeaponType wType,
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const zeus::CTransform& xf, int attribs, float f1, float f2, EMaterialTypes matType,
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const CDamageInfo& dInfo, TUniqueId owner, TAreaId aid, TUniqueId uid, u32 w1, bool b1)
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: CGameProjectile(false, wDesc, name, wType, xf, matType, dInfo, owner, aid, uid, kInvalidUniqueId, w1, false,
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zeus::CVector3f::skOne, {}, -1, false)
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{
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}
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void CBeamProjectile::Think(float, CStateManager &)
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{
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}
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rstl::optional_object<zeus::CAABox> CBeamProjectile::GetTouchBounds() const
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{
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return {};
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}
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void CBeamProjectile::Touch(CActor &, CStateManager &)
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{
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}
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void CBeamProjectile::ResetBeam(CStateManager &, bool)
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{
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}
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void CBeamProjectile::UpdateFX(const zeus::CTransform &, float, CStateManager &)
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{
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}
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}
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