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#include "StdAfx.h"
// MeleeWeapon.cpp: implementation of the CMeleeWeapon class.
//
//////////////////////////////////////////////////////////////////////
#include "MeleeWeapon.h"
#include "Sim/Units/Unit.h"
#include "WeaponDefHandler.h"
#include "mmgr.h"
CR_BIND_DERIVED(CMeleeWeapon, CWeapon, (NULL));
CR_REG_METADATA(CMeleeWeapon,(
CR_RESERVED(8)
));
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CMeleeWeapon::CMeleeWeapon(CUnit* owner)
: CWeapon(owner)
{
}
CMeleeWeapon::~CMeleeWeapon()
{
}
void CMeleeWeapon::Update()
{
if(targetType!=Target_None){
weaponPos=owner->pos+owner->frontdir*relWeaponPos.z+owner->updir*relWeaponPos.y+owner->rightdir*relWeaponPos.x;
weaponMuzzlePos=owner->pos+owner->frontdir*relWeaponMuzzlePos.z+owner->updir*relWeaponMuzzlePos.y+owner->rightdir*relWeaponMuzzlePos.x;
if(!onlyForward){
wantedDir=targetPos-weaponPos;
wantedDir.Normalize();
}
// predict=(targetPos-weaponPos).Length()/projectileSpeed;
}
CWeapon::Update();
}
void CMeleeWeapon::FireImpl()
{
if(targetType==Target_Unit){
float3 impulseDir = targetUnit->pos-weaponMuzzlePos;
impulseDir.Normalize();
// the heavier the unit, the more impulse it does
targetUnit->DoDamage(weaponDef->damages, owner, impulseDir * owner->mass * weaponDef->damages.impulseFactor, weaponDef->id);
}
}
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