Show TankFalling.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_TankFallingh_INCLUDE__)
#define __INCLUDE_TankFallingh_INCLUDE__
#include <engine/PhysicsParticle.h>
#include <engine/ScorchedCollisionIds.h>
#include <weapons/Weapon.h>
#include <map>
#include <list>
class Parachute;
class TankFalling :
public PhysicsParticleReferenced
{
public:
TankFalling(Weapon *weapon, unsigned int fallingPlayerId,
WeaponFireContext &weaponContext, Parachute *parachute);
virtual ~TankFalling();
virtual void init();
virtual void simulate(float frameTime, bool &remove);
virtual void collision(PhysicsParticleObject &position,
ScorchedCollisionId collisionId);
Parachute *getParachute() { return parachute_; }
protected:
Weapon *weapon_;
Parachute *parachute_;
unsigned int fallingPlayerId_;
WeaponFireContext weaponContext_;
unsigned int data_;
Vector tankStartPosition_;
};
#endif
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