📄 campweaponfiremsg.h
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/*
* Machine Generated include file for message "Campaign Weap Fire".
* NOTE: This file is read only. DO NOT ATTEMPT TO MODIFY IT BY HAND.
* Generated on 18-March-1998 at 09:20:55
* Generated from file EVENTS.XLS by MicroProse
*/
#ifndef _CAMPWEAPONFIREMSG_H
#define _CAMPWEAPONFIREMSG_H
/*
* Required Include Files
*/
#include "F4vu.h"
#include "FalcMesg.h"
#include "mission.h"
// =============================================================================
// KCK: This message is used to broadcast damage data to the entire game for
// Campaign Entities. This is called only from a Campaign Entity's ApplyDamage()
// function, but is called regardless of wether damage was applied in order to
// do the distant visual effects.
//
// It contains a list of all weapons being fired and the quantity, as well as
// decodable damage data. The weapon list is used for visual effects on anymore.
// =============================================================================
#pragma pack (1)
#define MAX_TYPES_PER_CAMP_FIRE_MESSAGE 8
class SimBaseClass;
/*
* Message Type Campaign Weap Fire
*/
class FalconCampWeaponsFire : public FalconEvent
{
public:
FalconCampWeaponsFire(VU_ID entityId, VuTargetEntity *target, VU_BOOL loopback=TRUE);
FalconCampWeaponsFire(VU_MSG_TYPE type, VU_ID senderid, VU_ID target);
~FalconCampWeaponsFire(void);
int Size (void);
int Decode (VU_BYTE **buf, int length);
int Encode (VU_BYTE **buf);
class DATA_BLOCK
{
public:
VU_ID shooterID;
VU_ID fWeaponUID;
uchar weapon[MAX_TYPES_PER_CAMP_FIRE_MESSAGE];
uchar shots[MAX_TYPES_PER_CAMP_FIRE_MESSAGE];
uchar fPilotId;
uchar dPilotId;
ushort size;
uchar *data;
} dataBlock;
protected:
int Process(uchar autodisp);
};
extern uchar gDamageStatusBuffer[256];
extern uchar *gDamageStatusPtr;
// Functions to fire on sim entities from campaign units
extern SimBaseClass* GetSimTarget(CampEntity target, uchar targetId);
extern void FireOnSimEntity(CampEntity shooter, CampEntity campTarg, uchar weapon[], uchar shots[], uchar targetId=255);
extern void FireOnSimEntity(CampEntity shooter, SimBaseClass *simTarg, uchar weaponId);
extern void SendSimDamageMessage( CampEntity shooter, SimBaseClass *target, float rangeSq, int damageType, int weapId );
#pragma pack ()
#endif
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