raze/source/games/exhumed/src/exhumedactor.h
Christoph Oelckers 3fcecedf32 - deleted ClearContent functions from actor classes.
this is a leftover from pre-DObject times and no longer needed.
2021-12-30 09:58:47 +01:00

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