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combatMgr.h
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#if(_MSC_VER>=1600)
#define _HAS_ITERATOR_DEBUGGING 0
#endif
#include <vector>
typedef struct _missile_t
{
//sint32 type;
sint32 damageA;
sint32 damageB;
sint32 actionId;
sint32 argId;
unsigned long long targetEntityId; // the entityId of the destination (it is possible that the object does no more exist on arrival)
actor_t* source;
sint32 triggerTime; // amount of milliseconds left before the missile is triggered, is decreased on every tick
//_missile_t *previous;
//_missile_t *next;
}missile_t;
/*
* Missiles are, of course, map bound.
* So the structure below is included in the mapchannel
*/
typedef struct
{
std::vector<missile_t> list;
}missileInfo_t;
void missile_initForMapchannel(mapChannel_t *mapChannel);
void missile_check(mapChannel_t *mapChannel, sint32 passedTime);
void missile_launch(mapChannel_t *mapChannel, actor_t *origin, unsigned long long targetEntityId, sint32 damage, sint32 actionId, sint32 actionArgId);
//#define MISSILE_PISTOL 1
//#define MISSILE_RIFLE 2
//#define MISSILE_NETGUN 10
//#define MISSILE_THRAX_PISTOL 3
//#define MISSILE_THRAX_RIFLE 4
//#define MELEE_THRAX 5
//#define MELEE_BOARGAR 6
//#define THRAX_KICK 7
//#define MISSILE_LIGHTNING 8
//#define MELEE_PISTOL 9
//#define MISSILE_HUNTER_PULSEGUN 11
//#define MELEE_HUNTER 12
//#define MELEE_AMOEBOID 13
//#define MISSILE_AFSMECH_MG 14
//#define MELEE_RIFLE 15
//#define MISSILE_GRENADE 16
//#define MELEE_MACHINEGUN 17
//#define MISSILE_MACHINEGUN 18
//#define MELEE_SHOTGUN 19
//#define MISSILE_SHOTGUN 20
//#define MISSILE_PROPELLANT_ICE 21
//#define MISSILE_SHOTGUN_V3 22
//#define MISSILE_MACHINEGUN_V3 23
//#define MISSILE_STALKER 24