30 #ifndef __ACTION_SPELLCAST_H__
31 #define __ACTION_SPELLCAST_H__
64 bool CheckForDeadGoal(
CUnit &unit);
65 bool SpellMoveToTarget(
CUnit &unit);
76 #endif // !__ACTION_SPELLCAST_H__
virtual void OnAnimationAttack(CUnit &unit)
Definition: action_spellcast.cpp:177
Definition: action_spellcast.h:37
T y
Definition: vec2i.h:43
virtual COrder_SpellCast * Clone() const
Definition: action_spellcast.h:47
virtual bool ParseSpecificData(lua_State *l, int &j, const char *value, const CUnit &unit)
Definition: action_spellcast.cpp:109
The big unit structure.
Definition: unit.h:119
COrder_SpellCast(bool autocast=false)
Definition: action_spellcast.h:41
unit dies
Definition: actions.h:61
Definition: viewport.h:63
void SetSpell(const SpellType &spell)
Definition: action_spellcast.h:62
virtual PixelPos Show(const CViewport &vp, const PixelPos &lastScreenPos) const
Definition: action_spellcast.cpp:141
virtual void UpdatePathFinderData(PathFinderInput &input)
Definition: action_spellcast.cpp:156
virtual void Save(CFile &file, const CUnit &unit) const
Definition: action_spellcast.cpp:90
T x
Definition: vec2i.h:42
virtual const Vec2i GetGoalPos() const
Definition: action_spellcast.cpp:191
virtual bool IsValid() const
Definition: action_spellcast.cpp:131
const SpellType & GetSpell() const
Definition: action_spellcast.h:61
virtual void Execute(CUnit &unit)
Definition: action_spellcast.cpp:296
static COrder * NewActionSpellCast(const SpellType &spell, const Vec2i &pos, CUnit *target, bool isAutocast=false)
Definition: action_spellcast.cpp:64