30 #ifndef ANIMATION_SPAWNMISSILE_H
31 #define ANIMATION_SPAWNMISSILE_H
55 virtual void Action(
CUnit &unit,
int &move,
int scale)
const;
56 virtual void Init(
const char *s, lua_State *l);
59 std::string missileTypeStr;
60 std::string startXStr;
61 std::string startYStr;
65 std::string offsetNumStr;
70 #endif // ANIMATION_SPAWNMISSILE_H
All calculations are relative to unit's target.
Definition: animation_spawnmissile.h:45
Missile is directed to unit's target.
Definition: animation_spawnmissile.h:43
SpawnMissile_Flags
Definition: animation_spawnmissile.h:39
CAnimation_SpawnMissile()
Definition: animation_spawnmissile.h:53
virtual void Init(const char *s, lua_State *l)
Definition: animation_spawnmissile.cpp:148
Definition: animation.h:93
The big unit structure.
Definition: unit.h:119
Definition: animation_spawnmissile.h:40
Clears all flags.
Definition: animation_spawnmissile.h:41
Definition: animation_spawnmissile.h:50
Definition: animation_spawnmissile.h:47
Missile's offsets are calculated in pixels rather than tiles.
Definition: animation_spawnmissile.h:44
Definition: animation.h:70
virtual void Action(CUnit &unit, int &move, int scale) const
Definition: animation_spawnmissile.cpp:49
Missile deals damage to units.
Definition: animation_spawnmissile.h:42