Show Explosion.h syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#if !defined(__INCLUDE_Explosionh_INCLUDE__)
#define __INCLUDE_Explosionh_INCLUDE__
#include <engine/ActionReferenced.h>
#include <engine/ViewPoints.h>
#include <weapons/Weapon.h>
#include <common/Vector.h>
class WeaponExplosion;
class Explosion : public ActionReferenced
{
public:
enum DeformType
{
DeformDown,
DeformUp,
DeformNone
};
Explosion(Vector &position, WeaponExplosion *weapon,
WeaponFireContext &weaponContext);
virtual ~Explosion();
Vector &getPosition() { return position_; }
virtual void init();
virtual void simulate(float frameTime, bool &remove);
protected:
bool firstTime_;
Vector position_;
float totalTime_;
WeaponExplosion *weapon_;
WeaponFireContext weaponContext_;
};
#endif
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