#ifndef __URDE_CGAMEPROJECTILE_HPP__ #define __URDE_CGAMEPROJECTILE_HPP__ #include "Collision/CMaterialList.hpp" #include "Weapon/CWeaponMode.hpp" #include "Weapon/CWeapon.hpp" #include "World/CDamageInfo.hpp" #include "RetroTypes.hpp" #include "CToken.hpp" #include "Weapon/CProjectileWeapon.hpp" namespace urde { class CGenDescription; class CWeaponDescription; class CGameProjectile : public CWeapon { //CProjectileWeapon x170_; TUniqueId x2c0_homingTargetId; TUniqueId x2c8_projectileLight; u32 x2cc_; union { struct { bool x2e4_24_ : 1; bool x2e4_25_ : 1; bool x2e4_26_waterUpdate : 1; bool x2e4_27_inWater : 1; bool x2e4_28_ : 1; }; }; public: CGameProjectile(bool active, const TToken&, const std::string& name, EWeaponType wType, const zeus::CTransform& xf, EMaterialTypes matType, const CDamageInfo& dInfo, TUniqueId uid, TAreaId aid, TUniqueId owner, TUniqueId homingTarget, EProjectileAttrib attribs, bool underwater, const zeus::CVector3f& scale, const rstl::optional_object>& particle, s16 s1, bool b3); virtual void Accept(IVisitor &visitor); void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager &); static EProjectileAttrib GetBeamAttribType(EWeaponType wType); void DeleteProjectileLight(CStateManager&); void CreateProjectileLight(const std::string&, const CLight&, CStateManager&); void Chase(float, CStateManager&); EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&, const CWeaponMode&, int) const { return EWeaponCollisionResponseTypes::Projectile; } TUniqueId GetHomingTargetId() const { return x2c0_homingTargetId; } }; } #endif // __URDE_CGAMEPROJECTILE_HPP__