#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 |
Definition at line 262 of file UpdateModule.h.
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pure virtual |
Implemented in DumbProjectileBehavior, MissileAIUpdate, and NeutronMissileUpdate.
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pure virtual |
All projectiles need to keep track of their firer.
Implemented in DumbProjectileBehavior, MissileAIUpdate, and NeutronMissileUpdate.
Implemented in DumbProjectileBehavior, MissileAIUpdate, and NeutronMissileUpdate.
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pure virtual |
return true if the projectile is armed and ready to explode
Implemented in DumbProjectileBehavior, MissileAIUpdate, and NeutronMissileUpdate.
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pure virtual |
launch the projectile at the given victim
Implemented in DumbProjectileBehavior, MissileAIUpdate, and NeutronMissileUpdate.
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pure virtual |
Implemented in DumbProjectileBehavior, MissileAIUpdate, and NeutronMissileUpdate.
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pure virtual |
Number of frames till missile diverts to countermeasures.
Implemented in DumbProjectileBehavior, MissileAIUpdate, and NeutronMissileUpdate.