30 #ifndef SPELL_CAPTURE_H
31 #define SPELL_CAPTURE_H
44 Spell_Capture() : SacrificeEnable(false), JoinToAIForce(false), Damage(0), DamagePercent(0) {};
47 virtual void Parse(lua_State *l,
int startIndex,
int endIndex);
59 #endif // SPELL_CAPTURE_H
The big unit structure.
Definition: unit.h:119
virtual int Cast(CUnit &caster, const SpellType &spell, CUnit *target, const Vec2i &goalPos)
Definition: spell_capture.cpp:73
Spell_Capture()
Definition: spell_capture.h:44
virtual void Parse(lua_State *l, int startIndex, int endIndex)
Definition: spell_capture.cpp:44
Definition: spell_capture.h:41