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BulletTypeClass.h
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BulletTypeClass.h
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/*
Projectiles
*/
#pragma once
#include <ObjectTypeClass.h>
//forward declarations
class AnimTypeClass;
class BulletClass;
class ColorScheme;
class CellClass;
class TechnoClass;
class WeaponTypeClass;
class WarheadTypeClass;
class NOVTABLE BulletTypeClass : public ObjectTypeClass
{
public:
static const AbstractType AbsID = AbstractType::BulletType;
//Array
ABSTRACTTYPE_ARRAY(BulletTypeClass, 0xA83C80u);
static BulletTypeClass* __fastcall FindOrAllocate(const char* id)
{ JMP_STD(0x46C790); }
//IPersist
virtual HRESULT __stdcall GetClassID(CLSID* pClassID) R0;
//Destructor
virtual ~BulletTypeClass() RX;
//AbstractClass
virtual AbstractType WhatAmI() const RT(AbstractType);
virtual int Size() const R0;
//AbstractTypeClass
//ObjectTypeClass
virtual bool SpawnAtMapCoords(CellStruct* pMapCoords,HouseClass* pOwner) R0;
virtual ObjectClass* CreateObject(HouseClass* owner) R0;
bool Rotates() const {
return !this->NoRotate;
}
void SetScaledSpawnDelay(int delay) {
// JMP_THIS(0x46C840);
this->ScaledSpawnDelay = delay;
}
BulletClass* __fastcall CreateBullet(
AbstractClass* Target,
TechnoClass* Owner,
int Damage,
WarheadTypeClass *WH,
int Speed,
bool Bright)
{ JMP_STD(0x46B050); }
//Constructor
BulletTypeClass(const char* pID) noexcept
: BulletTypeClass(noinit_t())
{ JMP_THIS(0x46BBC0); }
protected:
explicit __forceinline BulletTypeClass(noinit_t) noexcept
: ObjectTypeClass(noinit_t())
{ }
//===========================================================================
//===== Properties ==========================================================
//===========================================================================
public:
bool Airburst;
bool Floater;
bool SubjectToCliffs;
bool SubjectToElevation;
bool SubjectToWalls;
bool VeryHigh;
bool Shadow;
bool Arcing;
bool Dropping;
bool Level;
bool Inviso;
bool Proximity;
bool Ranged;
bool NoRotate; // actually has opposite meaning of Rotates. false means Rotates=yes.
bool Inaccurate;
bool FlakScatter;
bool AA;
bool AG;
bool Degenerates;
bool Bouncy;
bool AnimPalette;
bool FirersPalette;
int Cluster;
WeaponTypeClass* AirburstWeapon;
WeaponTypeClass* ShrapnelWeapon;
int ShrapnelCount;
int DetonationAltitude;
bool Vertical;
double Elasticity;
int Acceleration;
ColorScheme* Color;
AnimTypeClass* Trailer;
int ROT;
int CourseLockDuration;
int SpawnDelay;
int ScaledSpawnDelay;
bool Scalable;
int Arm;
byte AnimLow;
byte AnimHigh;
byte AnimRate;
bool Flat;
};