#include <mod_sim_missile.hh>

Public Member Functions | |
| CLASS_METHOD void | MakeMissile (const WorldVertex &position, const Vector3 &direction, SharedPtr< Craft > craftLauncher, SharedPtr< game::Actor > target) |
Private Member Functions | |
| MissileActor (const WorldVertex &position, const Vector3 &direction, SharedPtr< Craft > craftLauncher, SharedPtr< game::Actor > target) | |
| ~MissileActor () | |
| void | AddParticle (const WorldVertex &pos, const RGBA color) |
| void | Action (const Milliseconds millisecElapsed) |
| void | UpdateMissileView (const Vector3 &step) |
Private Attributes | |
| CLASS_VAR RGBA | msLightColorAmbientDiffuse |
| CLASS_VAR SafePtr < MissileActor > | msLightOwner |
| current missile owns the one light source | |
| CLASS_VAR SafePtr < MissileActor > | msMissileViewOwner |
| current missile owns missile View | |
| WorldVertex | mPosition |
| position of missile itself | |
| shptr< game::Actor > | mTarget |
| the missile's target | |
| bool | mHitTarget |
| remembers when missile hits target | |
| Guidance | mGuidance |
| computes forward vector (step) of missile every tick | |
| Milliseconds | mTimeOfDeath |
| when missile expires | |
| bool | mZombie |
| if missile was added to zombie list (done once!) | |
| ParticleSystem | mParticleSystem |
| for missile smoke trail | |
| uint | mParticlesPerTick |
| particles added per timer-tick | |
Classes | |
| class | SmokeTrailParticle |
| Particle of missile smoke trail. More... | |
Missile maintains its own container of Missiles, so ctor/dtor are private. Missile is fire-and-forget to the client (pun intended).
| mod_sim::MissileActor::MissileActor | ( | const WorldVertex & | position, | |
| const Vector3 & | direction, | |||
| SharedPtr< Craft > | craftLauncher, | |||
| SharedPtr< game::Actor > | target | |||
| ) | [private] |
| mod_sim::MissileActor::~MissileActor | ( | ) | [private] |
| CLASS_METHOD void mod_sim::MissileActor::MakeMissile | ( | const WorldVertex & | position, | |
| const Vector3 & | direction, | |||
| SharedPtr< Craft > | craftLauncher, | |||
| SharedPtr< game::Actor > | target | |||
| ) |
| void mod_sim::MissileActor::AddParticle | ( | const WorldVertex & | pos, | |
| const RGBA | color | |||
| ) | [private] |
| void mod_sim::MissileActor::Action | ( | const Milliseconds | millisecElapsed | ) | [private, virtual] |
Reimplemented from mod_sim::game::Actor.
| void mod_sim::MissileActor::UpdateMissileView | ( | const Vector3 & | step | ) | [private] |
RGBA mod_sim::MissileActor::msLightColorAmbientDiffuse [private] |
SafePtr< MissileActor > mod_sim::MissileActor::msLightOwner [private] |
current missile owns the one light source
SafePtr< MissileActor > mod_sim::MissileActor::msMissileViewOwner [private] |
current missile owns missile View
WorldVertex mod_sim::MissileActor::mPosition [private] |
position of missile itself
shptr<game::Actor> mod_sim::MissileActor::mTarget [private] |
the missile's target
bool mod_sim::MissileActor::mHitTarget [private] |
remembers when missile hits target
Guidance mod_sim::MissileActor::mGuidance [private] |
computes forward vector (step) of missile every tick
Milliseconds mod_sim::MissileActor::mTimeOfDeath [private] |
when missile expires
bool mod_sim::MissileActor::mZombie [private] |
if missile was added to zombie list (done once!)
ParticleSystem mod_sim::MissileActor::mParticleSystem [private] |
for missile smoke trail
uint mod_sim::MissileActor::mParticlesPerTick [private] |
particles added per timer-tick
Palomino 3D Engine documents generated by doxygen 1.5.3 on Fri Nov 23 11:26:31 2007