30 #ifndef SPELL_SPAWNMISSILE_H
31 #define SPELL_SPAWNMISSILE_H
75 virtual void Parse(lua_State *lua,
int startIndex,
int endIndex);
90 #endif // SPELL_SPAWNMISSILE_H
Missile on the map.
Definition: missile.h:413
int AddRandY
Random add to the X coordinate.
Definition: spell_spawnmissile.h:65
Definition: spell_spawnmissile.h:45
The big unit structure.
Definition: unit.h:119
int AddY
Add to the X coordinate.
Definition: spell_spawnmissile.h:63
Definition: spell_spawnmissile.h:46
Spell_SpawnMissile()
Definition: spell_spawnmissile.h:71
LocBaseType Base
Definition: spell_spawnmissile.h:59
int AddRandX
Add to the X coordinate.
Definition: spell_spawnmissile.h:64
Definition: spell_spawnmissile.h:55
virtual int Cast(CUnit &caster, const SpellType &spell, CUnit *target, const Vec2i &goalPos)
Definition: spell_spawnmissile.cpp:182
LocBaseType
Definition: spell_spawnmissile.h:44
Base structure of missile-types.
Definition: missile.h:343
virtual void Parse(lua_State *lua, int startIndex, int endIndex)
Definition: spell_spawnmissile.cpp:103
int AddX
The base for the location (caster/target)
Definition: spell_spawnmissile.h:62
Definition: spell_spawnmissile.h:68
SpellActionMissileLocation(LocBaseType base)
Definition: spell_spawnmissile.h:58