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author | Aki <please@ignore.pl> | 2024-03-26 01:45:33 +0100 |
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committer | Aki <please@ignore.pl> | 2024-03-26 01:49:16 +0100 |
commit | ea4c0557d0b7c2317e03d3d3aaefd6063c99f091 (patch) | |
tree | dad4634faf3c17f3642d736f62350df88c117a59 /StarsEx/Weapon.h | |
parent | 38332f77dc1e7bb03776631101eff6e8ad8bcaef (diff) | |
download | starshatter-ea4c0557d0b7c2317e03d3d3aaefd6063c99f091.zip starshatter-ea4c0557d0b7c2317e03d3d3aaefd6063c99f091.tar.gz starshatter-ea4c0557d0b7c2317e03d3d3aaefd6063c99f091.tar.bz2 |
DWORD replaced with std::uint32_t in non-Win32-related parts
With the exception of some netcode. This brings some important questions
and solidifies me in pursuing better abstract over definitions. It might
also be a good idea to have distinct aliases or compound types for time
and (net) identifiers.
Diffstat (limited to 'StarsEx/Weapon.h')
-rw-r--r-- | StarsEx/Weapon.h | 18 |
1 files changed, 8 insertions, 10 deletions
diff --git a/StarsEx/Weapon.h b/StarsEx/Weapon.h index 082abb2..4fadd80 100644 --- a/StarsEx/Weapon.h +++ b/StarsEx/Weapon.h @@ -11,15 +11,16 @@ Weapon (gun or missile launcher) class */ -#ifndef Weapon_h -#define Weapon_h +#pragma once + +#include <cstdint> + +#include "Text.h" -#include "Types.h" #include "SimObject.h" #include "System.h" #include "WeaponDesign.h" #include "Geometry.h" -#include "Text.h" // +--------------------------------------------------------------------+ @@ -50,10 +51,10 @@ public: int Track(SimObject* targ, System* sub); Shot* Fire(); Shot* NetFirePrimary(SimObject* targ, System* sub, int count); - Shot* NetFireSecondary(SimObject* targ, System* sub, DWORD objid); + Shot* NetFireSecondary(SimObject* targ, System* sub, std::uint32_t objid); void SetTarget(SimObject* t, System* sub); void SelectTarget(); - bool CanTarget(DWORD classification) const; + bool CanTarget(std::uint32_t classification) const; // TODO SimObject* GetTarget() const { return target; } System* GetSubTarget() const { return subtarget; } void SetFiringOrders(int o); @@ -194,10 +195,7 @@ protected: float aim_el_min; // minimum deflection in elevation float aim_el_rest; // elevation of turret at rest - DWORD aim_time; + std::uint32_t aim_time; Shot** beams; }; - -#endif // Weapon_h - |