//////////////////////////////////////////////////////////////////////////////// // 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_WeaponAimedOver_H__A96ADD10_0901_4E1D_A49B_9BE78AD33B9B__INCLUDED_) #define AFX_WeaponAimedOver_H__A96ADD10_0901_4E1D_A49B_9BE78AD33B9B__INCLUDED_ #include class WeaponAimedOver : public Weapon { public: WeaponAimedOver(); virtual ~WeaponAimedOver(); virtual bool parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode); // Inherited from Weapon virtual void fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &velocity, unsigned int data = 0); REGISTER_ACCESSORY_HEADER(WeaponAimedOver, AccessoryPart::AccessoryWeapon); protected: int warHeads_; Weapon *aimedWeapon_; float maxAimedDistance_; float percentageMissChance_; float maxInacuracy_; }; #endif // !defined(AFX_WeaponAimedOver_H__A96ADD10_0901_4E1D_A49B_9BE78AD33B9B__INCLUDED_)