CProjectile ClassΒΆ

Quick Ref

virtual void CProjectile::AIUpdate()

virtual void CProjectile::CallBack()

virtual void CProjectileNewScorcher::DeliverEffects()

virtual int CProjectile::SaveProjectile()

virtual void CProjectile::Marshal(SProjectileWrapper* pProjWrapper)

virtual void CProjectile::SetTargetType(CAIObjectType& type)

virtual void CProjectileChain::Render(CGameArea* __formal)

virtual unsigned long CProjectile::GetDefaultRenderFlags()

virtual void CProjectile::Fire(CGameArea* __formal)

void CProjectile::CProjectile(CProjectileFileFormat* pProj)

void CProjectile::CProjectile()

void CProjectileArea::CProjectileArea(CProjectileAreaFileFormat* pProj, CGameAIBase* pSprite, CResRef resref)

void CProjectileBAM::CProjectileBAM(CProjectileBAMFileFormat* pProj)

void CProjectileBAM::CProjectileBAM(CResRef res)

void CProjectileChain::CProjectileChain(unsigned short projectileType, CResRef animation, short num, short delay, int originCaster, CAIObjectType targetType)

void CProjectileColorSpray::CProjectileColorSpray()

void CProjectileConeOfCold::CProjectileConeOfCold()

void CProjectileFall::CProjectileFall(CResRef res)

void CProjectileFireHands::CProjectileFireHands()

void CProjectileInvisibleTravelling::CProjectileInvisibleTravelling()

void CProjectileLightningBoltGround::CProjectileLightningBoltGround()

void CProjectileLightningBounce::CProjectileLightningBounce()

void CProjectileLightningStorm::CProjectileLightningStorm(short num, unsigned short wPaletteType)

void CProjectileMagicMissileMulti::CProjectileMagicMissileMulti(short num, unsigned short wPaletteType)

void CProjectileMulti::CProjectileMulti(unsigned short projectileType, CProjectileBAMFileFormat* pProj, CGameAIBase* pSprite)

void CProjectileMulti::CProjectileMulti(unsigned short projectileType, CResRef animation, short num, unsigned short wPaletteType)

void CProjectileMushroom::CProjectileMushroom()

void CProjectileNewScorcher::CProjectileNewScorcher(CProjectileBAMFileFormat* pProj)

void CProjectileScorcher::CProjectileScorcher(CResRef res)

void CProjectileSegment::CProjectileSegment(CResRef bam, CVidPalette* palette, short direction, short counter)

void CProjectileSkyStrike::CProjectileSkyStrike(CString& animation, CString& sound, unsigned char colorCode, int bGlow, unsigned short duration)

void CProjectileSkyStrikeBAM::CProjectileSkyStrikeBAM(CProjectileBAMFileFormat* pProj)

void CProjectileSpellHit::CProjectileSpellHit(CString& animation, CString& sound, CString& palette, unsigned long dwRenderFlags, unsigned char transparency)

void CProjectileTravelDoor::CProjectileTravelDoor(CString& animation, CString& sound, CString& palette, unsigned long dwRenderFlags, unsigned char transparency)

virtual void CProjectile::~CProjectile()

virtual void CProjectileBAM::~CProjectileBAM()

virtual void CProjectileArea::AIUpdate()

virtual void CProjectileBAM::AIUpdate()

virtual void CProjectileChain::AIUpdate()

virtual void CProjectileColorSpray::AIUpdate()

virtual void CProjectileFall::AIUpdate()

virtual void CProjectileFireHands::AIUpdate()

virtual void CProjectileLightningBounce::AIUpdate()

virtual void CProjectileMushroom::AIUpdate()

virtual void CProjectileNewScorcher::AIUpdate()

virtual void CProjectileScorcher::AIUpdate()

virtual void CProjectileConeOfCold::AIUpdate()

virtual void CProjectileSegment::AIUpdate()

virtual void CProjectileSkyStrike::AIUpdate()

virtual void CProjectileSpellHit::AIUpdate()

virtual void CProjectileTravelDoor::AIUpdate()

void CProjectile::AddEffect(CGameEffect* effect)

void CProjectile::AddExtraEffects()

virtual void CProjectileNewScorcher::ApplyEffectsToArea()

virtual void CProjectileNewScorcher::ApplyEffectsToTarget(long* node, bool primaryTargetFlag)

int CProjectileArea::AreaEffect(unsigned char bEntryOnly)

bool CProjectileBAM::BounceAI()

void CProjectileBAM::CalculateFXRect(CRect& rFX, CPoint& ptReference, long posZ, CVidCell* vidCell)

virtual void CProjectileChain::CallBack()

virtual unsigned char CProjectile::CanSaveGame(unsigned long& strError, int restCheck, int combatCheck)

virtual unsigned char CProjectileArea::CanSaveGame(unsigned long& strError, int restCheck, int combatCheck)

void CProjectile::ClearEffects()

virtual unsigned char CProjectileArea::CompressTime(unsigned long deltaTime)

virtual CProjectileArea* __cdecl **CProjectileArea::CreateObject(CGameArea* pArea, CAreaFileProjectileObject* pProjObject, unsigned char* pEffects, unsigned long nEffectSize, unsigned long deltaTime) = 0

CProjectile* CProjectileArea::CreateSecondary(int& firstPass)

virtual CProjectile* __cdecl CProjectile::DecodeProjectile(const unsigned short wProjectileType, CGameAIBase* pSprite) = 0

virtual void CProjectile::DeliverEffects()

long CProjectile::DetermineHeight(CGameObject* pCaster)

void CProjectileConeOfCold::DoLayers(CPoint& start, short nLayers, short direction, int leftOnly)

void CProjectileArea::Explode()

virtual void CProjectileAmbiant::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType)

virtual void CProjectileArea::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType)

virtual void CProjectileBAM::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType)

virtual void CProjectileChain::Fire(CGameArea* pArea, long source, long dummy, CPoint target, long nHeight, short nType)

virtual void CProjectileColorSpray::Fire(CGameArea* pArea, long sourceId, long targetId, CPoint targetPos, long nHeight, short nType)

virtual void CProjectileConeOfCold::Fire(CGameArea* pArea, long source, long dummyId, CPoint ptTarget, long nHeight, short nType)

virtual void CProjectileFall::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType)

virtual void CProjectileInstant::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType)

virtual void CProjectileLightningBoltGround::Fire(CGameArea* pArea, long source, long dummy, CPoint target, long nHeight, short nType)

virtual void CProjectileLightningBounce::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType)

virtual void CProjectileMulti::Fire(CGameArea* pArea, long source, long dummy, CPoint target, long nHeight, short nType)

virtual void CProjectileMushroom::Fire(CGameArea* pArea, CPoint source)

virtual void CProjectileNewScorcher::Fire(CGameArea* pArea, long sourceId, long targetId, CPoint targetPos, long nHeight, short nType)

virtual void CProjectileFireHands::Fire(CGameArea* pArea, long sourceId, long targetId, CPoint targetPos, long nHeight, short nType)

virtual void CProjectileScorcher::Fire(CGameArea* pArea, long sourceId, long targetId, CPoint targetPos, long nHeight, short nType)

virtual void CProjectileSegment::Fire(CGameArea* pArea, CPoint& start, long nHeight)

virtual void CProjectileSkyStrike::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType)

virtual void CProjectileSpellHit::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType)

virtual void CProjectileTravelDoor::Fire(CGameArea* pArea, long sourceId, long targetId, CPoint targetPos, long nHeight, short nType)

short CProjectile::GetDirection(CPoint target)

virtual void CProjectile::GetPreview(CGameArea* pArea)

virtual void CProjectileArea::GetPreview(CGameArea* pArea)

virtual void CProjectileBAM::GetPreview(CGameArea* pArea)

virtual void __cdecl CProjectile::GetStart(long id, CPoint& start, unsigned char bCastOffset) = 0

virtual CAIObjectType CProjectile::GetTargetType()

virtual CAIObjectType CProjectileArea::GetTargetType()

virtual CAIObjectType CProjectileChain::GetTargetType()

virtual void __cdecl CProjectileNewScorcher::InitVertexOffsets() = 0

virtual void CProjectileArea::Marshal(SProjectileWrapper* pProjWrapper)

virtual void CProjectileBAM::Move(CPoint ptCurrDest)

virtual void CProjectile::OnArrival()

virtual void CProjectileArea::OnArrival()

virtual void CProjectileBAM::OnArrival()

void CProjectile::PlaySound(CResRef res, int loop, int bFireAndForget)

int CProjectileArea::RayAreaEffect()

int CProjectileArea::RectangleAreaEffect()

virtual void CProjectile::RemoveSelf()

virtual void CProjectileBAM::Render(CGameArea* pArea, CVidMode* pVidMode)

virtual void CProjectileNewScorcher::Render(CGameArea* pArea, CVidMode* pVidMode)

virtual void CProjectileScorcher::Render(CGameArea* pArea, CVidMode* pVidMode)

virtual void CProjectileSkyStrike::Render(CGameArea* pArea, CVidMode* pVidMode)

virtual void CProjectileSkyStrikeBAM::Render(CGameArea* pArea, CVidMode* pVidMode)

virtual void CProjectileSpellHit::Render(CGameArea* pArea, CVidMode* pVidMode)

virtual void CProjectileTravelDoor::Render(CGameArea* pArea, CVidMode* pVidMode)

virtual int CProjectileArea::SaveProjectile()

virtual void CProjectile::SetDefaultRenderFlags(unsigned long f)

void CProjectileBAM::SetRange(unsigned short nRange, unsigned short nValue)

virtual void CProjectileArea::SetTargetType(CAIObjectType& type)

virtual void CProjectileChain::SetTargetType(CAIObjectType& type)

void CProjectileBAM::SetVidCell(CVidCell* vidCell)