metaforce/Runtime/Weapon/CGameProjectile.cpp

39 lines
1.5 KiB
C++

#include "Weapon/CGameProjectile.hpp"
#include "TCastTo.hpp"
namespace urde
{
CGameProjectile::CGameProjectile(bool active, const TToken<CWeaponDescription>&, const std::string& name,
EWeaponType wType, const zeus::CTransform& xf, EMaterialTypes matType,
const CDamageInfo& dInfo, TUniqueId owner, TAreaId aid, TUniqueId uid, TUniqueId,
u32 w1, bool b2, const zeus::CVector3f&,
const rstl::optional_object<TLockedToken<CGenDescription>>&, s16, bool b3)
: CWeapon(owner, aid, active, uid, wType, name, xf,
CMaterialFilter::MakeIncludeExclude(
{EMaterialTypes::NonSolidDamageable, matType},
{EMaterialTypes::Projectile, EMaterialTypes::ProjectilePassthrough, matType, EMaterialTypes::Solid}),
CMaterialList(), dInfo, EProjectileAttrib(w1) | GetBeamAttribType(wType), CModelData::CModelDataNull())
{
}
CWeapon::EProjectileAttrib CGameProjectile::GetBeamAttribType(EWeaponType wType)
{
if (wType == EWeaponType::Ice)
return EProjectileAttrib::Ice;
else if (wType == EWeaponType::Wave)
return EProjectileAttrib::Wave;
else if (wType == EWeaponType::Plasma)
return EProjectileAttrib::Plasma;
else if (wType == EWeaponType::Phazon)
return EProjectileAttrib::Phazon;
return EProjectileAttrib::None;
}
void CGameProjectile::Accept(urde::IVisitor& visitor)
{
visitor.Visit(this);
}
}