From 69209c38968c6f4066a772e0a51a2928749217de Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Fri, 9 Dec 2011 19:00:23 +0000 Subject: Re-indenting the code to use standard tabs. Yes, I know this is pretty pointless, but who cares? --- Stars45/Shot.h | 188 ++++++++++++++++++++++++++++----------------------------- 1 file changed, 94 insertions(+), 94 deletions(-) (limited to 'Stars45/Shot.h') diff --git a/Stars45/Shot.h b/Stars45/Shot.h index 2bd5d06..2721a71 100644 --- a/Stars45/Shot.h +++ b/Stars45/Shot.h @@ -1,15 +1,15 @@ /* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. + Destroyer Studios LLC + Copyright © 1997-2004. All Rights Reserved. - SUBSYSTEM: Stars.exe - FILE: Shot.h - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: Shot.h + AUTHOR: John DiCamillo - OVERVIEW - ======== - Laser and Missile class + OVERVIEW + ======== + Laser and Missile class */ #ifndef Shot_h @@ -33,96 +33,96 @@ class Sound; // +--------------------------------------------------------------------+ class Shot : public SimObject, - public SimObserver +public SimObserver { public: - static const char* TYPENAME() { return "Shot"; } - - Shot(const Point& pos, const Camera& cam, WeaponDesign* design, const Ship* ship=0); - virtual ~Shot(); - - virtual void SeekTarget(SimObject* target, System* sub=0); - virtual void ExecFrame(double factor); - static void Initialize(); - static void Close(); - - virtual void Activate(Scene& scene); - virtual void Deactivate(Scene& scene); - - const Ship* Owner() const { return owner; } - double Damage() const; - int ShotType() const { return type; } - virtual SimObject* GetTarget() const; - - virtual bool IsPrimary() const { return primary; } - virtual bool IsDrone() const { return false; } - virtual bool IsDecoy() const { return false; } - virtual bool IsProbe() const { return false; } - virtual bool IsMissile() const { return !primary; } - virtual bool IsArmed() const { return armed; } - virtual bool IsBeam() const { return beam; } - virtual bool IsFlak() const; - virtual bool IsHostileTo(const SimObject* o) const; - - bool HitTarget() const { return hit_target; } - void SetHitTarget(bool h) { hit_target = h; } - - virtual bool IsTracking(Ship* tgt) const; - virtual double PCS() const { return 0; } - virtual double ACS() const { return 0; } - virtual int GetIFF() const; - virtual Color MarkerColor() const; - - const Point& Origin() const { return origin; } - float Charge() const { return charge; } - void SetCharge(float c); - double Length() const; - Graphic* GetTrail() const { return (Graphic*) trail; } - void SetFuse(double seconds); - - void SetBeamPoints(const Point& from, const Point& to); - virtual void Disarm(); - virtual void Destroy(); - - const WeaponDesign* Design() const { return design; } - const char* DesignName() const; - int GetEta() const { return eta; } - void SetEta(int t) { eta = t; } - - double AltitudeMSL() const; - double AltitudeAGL() const; - - // SimObserver interface: - virtual bool Update(SimObject* obj); - virtual const char* GetObserverName() const; - - int operator == (const Shot& s) const { return id == s.id; } + static const char* TYPENAME() { return "Shot"; } + + Shot(const Point& pos, const Camera& cam, WeaponDesign* design, const Ship* ship=0); + virtual ~Shot(); + + virtual void SeekTarget(SimObject* target, System* sub=0); + virtual void ExecFrame(double factor); + static void Initialize(); + static void Close(); + + virtual void Activate(Scene& scene); + virtual void Deactivate(Scene& scene); + + const Ship* Owner() const { return owner; } + double Damage() const; + int ShotType() const { return type; } + virtual SimObject* GetTarget() const; + + virtual bool IsPrimary() const { return primary; } + virtual bool IsDrone() const { return false; } + virtual bool IsDecoy() const { return false; } + virtual bool IsProbe() const { return false; } + virtual bool IsMissile() const { return !primary; } + virtual bool IsArmed() const { return armed; } + virtual bool IsBeam() const { return beam; } + virtual bool IsFlak() const; + virtual bool IsHostileTo(const SimObject* o) const; + + bool HitTarget() const { return hit_target; } + void SetHitTarget(bool h) { hit_target = h; } + + virtual bool IsTracking(Ship* tgt) const; + virtual double PCS() const { return 0; } + virtual double ACS() const { return 0; } + virtual int GetIFF() const; + virtual Color MarkerColor() const; + + const Point& Origin() const { return origin; } + float Charge() const { return charge; } + void SetCharge(float c); + double Length() const; + Graphic* GetTrail() const { return (Graphic*) trail; } + void SetFuse(double seconds); + + void SetBeamPoints(const Point& from, const Point& to); + virtual void Disarm(); + virtual void Destroy(); + + const WeaponDesign* Design() const { return design; } + const char* DesignName() const; + int GetEta() const { return eta; } + void SetEta(int t) { eta = t; } + + double AltitudeMSL() const; + double AltitudeAGL() const; + + // SimObserver interface: + virtual bool Update(SimObject* obj); + virtual const char* GetObserverName() const; + + int operator == (const Shot& s) const { return id == s.id; } protected: - const Ship* owner; - - int type; - float base_damage; - float charge; - float offset; - float altitude_agl; - short eta; - BYTE iff_code; - bool first_frame; - bool primary; - bool beam; - bool armed; - bool hit_target; - - Sprite* flash; // muzzle flash - Sprite* flare; // drive flare - Trail* trail; // exhaust trail - - Sound* sound; - WeaponDesign* design; - - // for beam weapons: - Point origin; + const Ship* owner; + + int type; + float base_damage; + float charge; + float offset; + float altitude_agl; + short eta; + BYTE iff_code; + bool first_frame; + bool primary; + bool beam; + bool armed; + bool hit_target; + + Sprite* flash; // muzzle flash + Sprite* flare; // drive flare + Trail* trail; // exhaust trail + + Sound* sound; + WeaponDesign* design; + + // for beam weapons: + Point origin; }; #endif Shot_h -- cgit v1.1