mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-11 05:11:20 +00:00
3fcecedf32
this is a leftover from pre-DObject times and no longer needed.
57 lines
1.1 KiB
C++
57 lines
1.1 KiB
C++
#pragma once
|
|
|
|
#include "coreactor.h"
|
|
|
|
BEGIN_PS_NS
|
|
|
|
|
|
enum
|
|
{
|
|
kHitAuxMask = 0x30000,
|
|
kHitAux1 = 0x10000,
|
|
kHitAux2 = 0x20000,
|
|
};
|
|
|
|
|
|
class DExhumedActor : public DCoreActor
|
|
{
|
|
DECLARE_CLASS(DExhumedActor, DCoreActor)
|
|
HAS_OBJECT_POINTERS
|
|
|
|
public:
|
|
TObjPtr<DExhumedActor*> pTarget;
|
|
|
|
int16_t nPhase;
|
|
|
|
int16_t nHealth;
|
|
int16_t nFrame;
|
|
int16_t nAction;
|
|
int16_t nCount;
|
|
int16_t nRun;
|
|
union { int16_t nIndex; int16_t nAngle; }; // angle is for wasp.
|
|
union { int16_t nIndex2; int16_t nAngle2; }; // index2 is for scorpion, angle2 is for wasp.
|
|
union { int16_t nChannel; int16_t nVel; }; // channel is for scorpion, vel is for wasp.
|
|
union { int16_t nDamage; int16_t nAction2; }; // nAction2 is for the queen.
|
|
|
|
// for the grenade.
|
|
int nTurn;
|
|
int x;
|
|
int y;
|
|
|
|
|
|
DExhumedActor() = default;
|
|
|
|
void Serialize(FSerializer& arc) override;
|
|
|
|
};
|
|
|
|
// subclassed to add a game specific actor() method
|
|
using HitInfo = THitInfo<DExhumedActor>;
|
|
using Collision = TCollision<DExhumedActor>;
|
|
|
|
using ExhumedStatIterator = TStatIterator<DExhumedActor>;
|
|
using ExhumedSectIterator = TSectIterator<DExhumedActor>;
|
|
using ExhumedSpriteIterator = TSpriteIterator<DExhumedActor>;
|
|
|
|
|
|
END_BLD_NS
|