#ifndef __URDE_CBEAMPROJECTILE_HPP__ #define __URDE_CBEAMPROJECTILE_HPP__ #include "Weapon/CGameProjectile.hpp" namespace urde { class CBeamProjectile : public CGameProjectile { public: CBeamProjectile(const TToken& wDesc, const std::string& name, EWeaponType wType, const zeus::CTransform& xf, int flags, float f1, float f2, EMaterialTypes matType, const CDamageInfo& dInfo, TUniqueId uid, TAreaId aid, TUniqueId owner, EProjectileAttrib attribs, bool b1); 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 GetTouchBounds() const; void Touch(CActor&, CStateManager&); virtual void ResetBeam(CStateManager&, bool); virtual void UpdateFX(const zeus::CTransform&, float, CStateManager&); }; } #endif // __URDE_CBEAMPROJECTILE_HPP__