mod_sim_missile.cc File Reference

Missile. More...

#include "base.hh"
#include "gfx.hh"
#include "gfx_settings.hh"
#include "eng.hh"
#include "mod_base.hh"
#include "mod_base_partsys.hh"
#include "mod_sim.hh"
#include "mod_sim_cloud.hh"
#include "mod_sim_missile.hh"

Namespaces

namespace  mod_sim

Defines

#define MOD_SIM_MISSILE_CC   1

Functions

void mod_sim::FireMissile (SharedPtr< Craft > craftLauncher)
static Sprite::Textures mod_sim::GetSmokeTrailTextures (void)
static WorldVertex mod_sim::ComputeParticlePosition (const WorldVertex &pos)
static uint8 mod_sim::CLAMP_COLOR (int i)

Variables

static const Milliseconds mod_sim::MISSILE_LIFETIME = 20 * 1000
static const Milliseconds mod_sim::MISSILE_PARTICLE_LIFETIME = 6 * 1000
static const RGBA mod_sim::MISSILE_COLOR (0xff, 0xa0, 0x40, 0xff)
static const RGBA mod_sim::MISSILE_LIGHT_COLOR_AMBIENT_DIFFUSE (0xdf, 0xb0, 0x00, 0x80)


Detailed Description

Missile.

Id
LastChangedDate

Author:
Jim E. Brooks http://www.palomino3d.org
MissileActor adds itself to Game's container of Actors. When a MissileActor is destroyed or expires, it schedules its C++ destruction by calling Game::ZombifyActor(). MissileActor is pulsed by Game calling Actor::Action().

Define Documentation

#define MOD_SIM_MISSILE_CC   1

Palomino 3D Engine documents generated by doxygen 1.5.3 on Fri Nov 23 11:26:16 2007