Show ShotBounce.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_ShotBounceh_INCLUDE__)
#define __INCLUDE_ShotBounceh_INCLUDE__
#include <engine/PhysicsParticle.h>
#include <engine/ScorchedCollisionIds.h>
#include <engine/ViewPoints.h>
#include <weapons/WeaponRoller.h>
class ModelRendererSimulator;
class ShotBounce :
public PhysicsParticleReferenced
{
public:
ShotBounce(
WeaponRoller *weapon,
Vector &startPosition, Vector &velocity,
WeaponFireContext &weaponContext);
virtual ~ShotBounce();
virtual void simulate(float frameTime, bool &remove);
virtual void init();
virtual void draw();
virtual void collision(PhysicsParticleObject &position,
ScorchedCollisionId collisionId);
unsigned int getPlayerId() { return weaponContext_.getPlayerId(); }
WeaponRoller *getWeapon() { return weapon_; }
protected:
ViewPoints::ViewPoint *vPoint_;
Vector startPosition_, velocity_;
Vector lookFrom_;
WeaponRoller *weapon_;
WeaponFireContext weaponContext_;
float totalTime_;
ModelRendererSimulator *model_;
void doCollision();
private:
ShotBounce(const ShotBounce &);
const ShotBounce & operator=(const ShotBounce &);
};
#endif
See more files for this project here