_________ __ __
/ _____// |_____________ _/ |______ ____ __ __ ______
\_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
/ \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \
/_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
\/ \/ \//_____/ \/
______________________ ______________________
T H E W A R B E G I N S
Stratagus - A free fantasy real time strategy game engine
Go to the documentation of this file.
30 #ifndef ANIMATION_SPAWNMISSILE_H
31 #define ANIMATION_SPAWNMISSILE_H
55 virtual void Action(
CUnit &unit,
int &move,
int scale)
const;
56 virtual void Init(
const char *s, lua_State *l);
59 std::string missileTypeStr;
60 std::string startXStr;
61 std::string startYStr;
65 std::string offsetNumStr;
70 #endif // ANIMATION_SPAWNMISSILE_H
virtual void Init(const char *s, lua_State *l)
Definition: animation_spawnmissile.cpp:148
@ AnimationSpawnMissile
Definition: animation.h:70
@ SM_None
Definition: animation_spawnmissile.h:40
@ SM_SetDirection
Definition: animation_spawnmissile.h:47
SpawnMissile_Flags
Definition: animation_spawnmissile.h:39
@ SM_ToTarget
Missile deals damage to units.
Definition: animation_spawnmissile.h:42
@ SM_RelTarget
Missile's offsets are calculated in pixels rather than tiles.
Definition: animation_spawnmissile.h:44
Definition: animation_spawnmissile.h:50
@ SM_Pixel
Missile is directed to unit's target.
Definition: animation_spawnmissile.h:43
Definition: animation.h:94
@ SM_Damage
Clears all flags.
Definition: animation_spawnmissile.h:41
virtual void Action(CUnit &unit, int &move, int scale) const
Definition: animation_spawnmissile.cpp:49
@ SM_Ranged
All calculations are relative to unit's target.
Definition: animation_spawnmissile.h:45
The big unit structure.
Definition: unit.h:135
CAnimation_SpawnMissile()
Definition: animation_spawnmissile.h:53
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