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#ifndef MISSILEPROJECTILE_H
#define MISSILEPROJECTILE_H
#include "WeaponProjectile.h"
#include "Sim/Misc/DamageArray.h"
class CUnit;
class CMissileProjectile :
public CWeaponProjectile
{
CR_DECLARE(CMissileProjectile);
protected:
void UpdateGroundBounce();
public:
CMissileProjectile(const float3& pos, const float3& speed, CUnit* owner, float areaOfEffect,
float maxSpeed, int ttl, CUnit* target, const WeaponDef *weaponDef, float3 targetPos GML_PARG_H);
~CMissileProjectile(void);
void DependentDied(CObject* o);
void Collision(CUnit* unit);
void Collision();
void Update(void);
void Draw(void);
void DrawUnitPart(void);
void DrawS3O(void);
int ShieldRepulse(CPlasmaRepulser* shield,float3 shieldPos, float shieldForce, float shieldMaxSpeed);
float3 dir;
float maxSpeed;
float curSpeed;
float areaOfEffect;
int age;
float3 oldSmoke,oldDir;
CUnit* target;
CProjectile* decoyTarget;
bool drawTrail;
int numParts;
float3 targPos;
bool isWobbling;
float3 wobbleDir;
int wobbleTime;
float3 wobbleDif;
bool isDancing;
int danceTime;
float3 danceMove;
/**
* Vector that points towards the center of the dance
* to keep the movement "coherent"
*/
float3 danceCenter;
float extraHeight;
float extraHeightDecay;
int extraHeightTime;
};
#endif /* MISSILEPROJECTILE_H */
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