/* Copyright (C) 2006 Parallel Realities This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ class Unit : public Entity { private: void loadAdditional(Properties *p); void saveAdditional(Properties *p); public: bool dead; bool spawnedIn; bool completedOrders; bool showHealthData; int specialAction; int liquidLevel; float shield, maxShield; float mental; float oxygen; float shieldHit; float reload; float lastDamageTimer; int totalCurrentDamage; WeaponDef *currentWeapon; Item *currentItem; String targetName; Entity *target; Switch *switchTarget; Vector lastTargetPosition; float helpless; float lastPlayerSighting; Vector gunPosition[2]; Unit(long uniqueId); ~Unit(); bool canBeDamaged(); void applyDamage(float amount, int damageType); void think(float td); };