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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "FlameThrower.h"
#include "WeaponDef.h"
#include "Map/Ground.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectileFactory.h"
#include "Sim/Units/Unit.h"
CR_BIND_DERIVED(CFlameThrower, CWeapon, (NULL, NULL))
CR_REG_METADATA(CFlameThrower,(
CR_MEMBER(color),
CR_MEMBER(color2),
CR_RESERVED(8)
))
CFlameThrower::CFlameThrower(CUnit* owner, const WeaponDef* def): CWeapon(owner, def)
{
}
void CFlameThrower::FireImpl(bool scriptCall)
{
float3 dir = targetPos - weaponMuzzlePos;
const float dist = dir.LengthNormalize();
const float3 spread =
(gs->randVector() * SprayAngleExperience() + SalvoErrorExperience()) -
(dir * 0.001f);
ProjectileParams params = GetProjectileParams();
params.pos = weaponMuzzlePos;
params.speed = dir * projectileSpeed;
params.spread = spread;
params.ttl = std::ceil(std::max(dist, range) / projectileSpeed * weaponDef->duration);
WeaponProjectileFactory::LoadProjectile(params);
}
void CFlameThrower::Update()
{
if (targetType != Target_None) {
weaponPos = owner->GetObjectSpacePos(relWeaponPos);
weaponMuzzlePos = owner->GetObjectSpacePos(relWeaponMuzzlePos);
wantedDir = (targetPos - weaponPos).Normalize();
}
CWeapon::Update();
}
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