File: MeleeWeapon.cpp

package info (click to toggle)
spring 103.0%2Bdfsg2-1
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 43,720 kB
  • ctags: 63,685
  • sloc: cpp: 368,283; ansic: 33,988; python: 12,417; java: 12,203; awk: 5,879; sh: 1,846; xml: 655; perl: 405; php: 211; objc: 194; makefile: 77; sed: 2
file content (32 lines) | stat: -rw-r--r-- 940 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#include "MeleeWeapon.h"
#include "WeaponDef.h"
#include "Sim/Units/Unit.h"

CR_BIND_DERIVED(CMeleeWeapon, CWeapon, (NULL, NULL))
CR_REG_METADATA(CMeleeWeapon, )

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CMeleeWeapon::CMeleeWeapon(CUnit* owner, const WeaponDef* def): CWeapon(owner, def)
{
}


bool CMeleeWeapon::HaveFreeLineOfFire(const float3 pos, const SWeaponTarget& trg, bool useMuzzle) const
{
	return true;
}

void CMeleeWeapon::FireImpl(const bool scriptCall)
{
	if (currentTarget.type == Target_Unit) {
		const float3 impulseVec = wantedDir * owner->mass * damages->impulseFactor;

		// the heavier the unit, the more impulse it does
		currentTarget.unit->DoDamage(*damages, impulseVec, owner, weaponDef->id, -1);
	}
}