//////////////////////////////////////////////////////////////////////////////// // 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(AFX_TargetDamageCalc_H__3B055B6D_C8E7_42C7_9D29_FBBFD88457D1__INCLUDED_) #define AFX_TargetDamageCalc_H__3B055B6D_C8E7_42C7_9D29_FBBFD88457D1__INCLUDED_ #include #include class Target; class Weapon; class TargetDamageCalc { public: static void explosion(ScorchedContext &context, Weapon *weapon, unsigned int firer, Vector &position, float radius, float damageAmount, bool checkFall, bool shieldOnlyDamage, unsigned int data); static void damageTarget(ScorchedContext &context, Target *target, Weapon *weapon, unsigned int firer, float damage, bool useShieldDamage, bool checkFall, bool shieldOnlyDamage, unsigned int data); private: TargetDamageCalc(); virtual ~TargetDamageCalc(); }; #endif // !defined(AFX_TargetDamageCalc_H__3B055B6D_C8E7_42C7_9D29_FBBFD88457D1__INCLUDED_)