Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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ProjectileUpdateInterface Class Referenceabstract

#include <UpdateModule.h>

Inherited by DumbProjectileBehavior, MissileAIUpdate, and NeutronMissileUpdate.

Public Member Functions

virtual void projectileLaunchAtObjectOrPosition (const Object *victim, const Coord3D *victimPos, const Object *launcher, WeaponSlotType wslot, Int specificBarrelToUse, const WeaponTemplate *detWeap, const ParticleSystemTemplate *exhaustSysOverride)=0
 launch the projectile at the given victim
 
virtual void projectileFireAtObjectOrPosition (const Object *victim, const Coord3D *victimPos, const WeaponTemplate *detWeap, const ParticleSystemTemplate *exhaustSysOverride)=0
 
virtual Bool projectileIsArmed () const =0
 return true if the projectile is armed and ready to explode
 
virtual ObjectID projectileGetLauncherID () const =0
 All projectiles need to keep track of their firer.
 
virtual Bool projectileHandleCollision (Object *other)=0
 
virtual void setFramesTillCountermeasureDiversionOccurs (UnsignedInt frames)=0
 Number of frames till missile diverts to countermeasures.
 
virtual void projectileNowJammed ()=0
 

Detailed Description

Definition at line 262 of file UpdateModule.h.

Member Function Documentation

◆ projectileFireAtObjectOrPosition()

virtual void ProjectileUpdateInterface::projectileFireAtObjectOrPosition ( const Object * victim,
const Coord3D * victimPos,
const WeaponTemplate * detWeap,
const ParticleSystemTemplate * exhaustSysOverride )
pure virtual

◆ projectileGetLauncherID()

virtual ObjectID ProjectileUpdateInterface::projectileGetLauncherID ( ) const
pure virtual

All projectiles need to keep track of their firer.

Implemented in DumbProjectileBehavior, MissileAIUpdate, and NeutronMissileUpdate.

◆ projectileHandleCollision()

virtual Bool ProjectileUpdateInterface::projectileHandleCollision ( Object * other)
pure virtual

◆ projectileIsArmed()

virtual Bool ProjectileUpdateInterface::projectileIsArmed ( ) const
pure virtual

return true if the projectile is armed and ready to explode

Implemented in DumbProjectileBehavior, MissileAIUpdate, and NeutronMissileUpdate.

◆ projectileLaunchAtObjectOrPosition()

virtual void ProjectileUpdateInterface::projectileLaunchAtObjectOrPosition ( const Object * victim,
const Coord3D * victimPos,
const Object * launcher,
WeaponSlotType wslot,
Int specificBarrelToUse,
const WeaponTemplate * detWeap,
const ParticleSystemTemplate * exhaustSysOverride )
pure virtual

launch the projectile at the given victim

Implemented in DumbProjectileBehavior, MissileAIUpdate, and NeutronMissileUpdate.

◆ projectileNowJammed()

virtual void ProjectileUpdateInterface::projectileNowJammed ( )
pure virtual

◆ setFramesTillCountermeasureDiversionOccurs()

virtual void ProjectileUpdateInterface::setFramesTillCountermeasureDiversionOccurs ( UnsignedInt frames)
pure virtual

Number of frames till missile diverts to countermeasures.

Implemented in DumbProjectileBehavior, MissileAIUpdate, and NeutronMissileUpdate.


The documentation for this class was generated from the following file: