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forked from 0ad/0ad
0ad/source/simulation2/components/ICmpProjectileManager.cpp
wraitii 95c03dcc64 Let the template define the actor used for the projectile. Also let projectiles have an impact animation (such as an explosion).
This will enable us in the future to have technologies that change
projectiles.
This is also somewhat of a refactoring.

Patch By: Mate-86
Reviewed By: wraitii
Trac Tickets: #1909

Differential Revision: https://code.wildfiregames.com/D945
This was SVN commit r20676.
2017-12-23 09:27:19 +00:00

28 lines
1.2 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ICmpProjectileManager.h"
#include "simulation2/system/InterfaceScripted.h"
BEGIN_INTERFACE_WRAPPER(ProjectileManager)
DEFINE_INTERFACE_METHOD_7("LaunchProjectileAtPoint", uint32_t, ICmpProjectileManager, LaunchProjectileAtPoint, CFixedVector3D, CFixedVector3D, fixed, fixed, std::wstring, std::wstring, fixed)
DEFINE_INTERFACE_METHOD_1("RemoveProjectile", void, ICmpProjectileManager, RemoveProjectile, uint32_t)
END_INTERFACE_WRAPPER(ProjectileManager)