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#pragma once
#include "particle/EffectHost.h"
#include "weapon/beam.h"
class EffectHostBeam : public EffectHost {
int m_objnum, m_objsig;
WeaponState m_weaponState;
public:
EffectHostBeam(object* objp, matrix orientationOverride = vmd_identity_matrix, bool orientationOverrideRelative = true);
std::pair<vec3d, matrix> getPositionAndOrientation(bool relativeToParent, float interp, const std::optional<vec3d>& tabled_offset) const override;
vec3d getVelocity() const override;
float getParticleMultiplier() const override;
float getHostRadius() const override;
bool isValid() const override;
};
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