//////////////////////////////////////////////////////////////////////////////// // 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_ShieldRound_H__F9BCDF39_FB62_4BB4_9D64_C70215669F9C__INCLUDED_) #define AFX_ShieldRound_H__F9BCDF39_FB62_4BB4_9D64_C70215669F9C__INCLUDED_ #include class ShieldRound : public Shield { public: ShieldRound(); virtual ~ShieldRound(); virtual bool parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode); // ShieldRound attributes float getActualRadius() { return radius_; } bool getHalfShield() { return halfShield_; } bool getGlow() { return glow_; } virtual bool inShield(Vector &offset); virtual ShieldType getShieldType(); virtual bool getRound() { return true; } REGISTER_ACCESSORY_HEADER(ShieldRound, AccessoryPart::AccessoryShield); protected: float radius_; bool halfShield_; bool glow_; }; #endif // !defined(AFX_ShieldRound_H__F9BCDF39_FB62_4BB4_9D64_C70215669F9C__INCLUDED_)