#ifndef __MISSILETYPEIGC_H_
#define __MISSILETYPEIGC_H_
class CmissileTypeIGC : public ImissileTypeIGC
{
public:
CmissileTypeIGC(void)
{
}
virtual HRESULT Initialize(ImissionIGC* pMission, Time now, const void* data, int dataSize);
virtual void Terminate(void)
{
m_pMission->DeleteExpendableType(this);
}
virtual void Update(Time now)
{
}
virtual int Export(void* data) const;
virtual ObjectType GetObjectType(void) const
{
return OT_missileType;
}
virtual ObjectID GetObjectID(void) const
{
return m_data.expendabletypeID;
}
virtual const void* GetData(void) const
{
return &m_data;
}
virtual const LauncherDef* GetLauncherDef(void) const
{
return &(m_data.launcherDef);
}
virtual EquipmentType GetEquipmentType(void) const
{
return ET_Magazine;
}
virtual float GetLoadTime(void) const
{
return m_data.loadTime;
}
virtual float GetMass(void) const
{
return m_data.launcherDef.mass;
}
virtual float GetLifespan(void) const
{
return m_data.lifespan;
}
virtual float GetSignature(void) const
{
return m_data.signature;
}
virtual HitPoints GetHitPoints(void) const
{
return m_data.hitPoints;
}
virtual DefenseTypeID GetDefenseType(void) const
{
return m_data.defenseType;
}
virtual char const* GetName(void) const
{
return m_data.launcherDef.name;
}
virtual char const* GetModelName(void) const
{
return m_data.modelName;
}
virtual char const* GetModelTexture(void) const
{
return m_data.textureName;
}
virtual float GetRadius(void) const
{
return m_data.radius;
}
virtual ExpendableAbilityBitMask GetCapabilities(void) const
{
return m_data.eabmCapabilities;
}
virtual bool HasCapability(ExpendableAbilityBitMask eabm) const
{
return (m_data.eabmCapabilities & eabm) != 0;
}
virtual float GetAcceleration(void) const
{
return m_data.acceleration;
}
virtual float GetTurnRate(void) const
{
return m_data.turnRate;
}
virtual float GetInitialSpeed(void) const
{
return m_data.initialSpeed;
}
virtual float GetMaxLock(void) const
{
return m_data.maxLock;
}
virtual float GetChaffResistance(void) const
{
return m_data.chaffResistance;
}
virtual float GetLockTime(void) const
{
return m_data.lockTime;
}
virtual float GetReadyTime(void) const
{
return m_data.readyTime;
}
virtual float GetDispersion(void) const
{
return m_data.dispersion;
}
virtual float GetLockAngle(void) const
{
return m_data.lockAngle;
}
virtual float GetPower(void) const
{
return m_data.power;
}
virtual float GetBlastPower(void) const
{
return m_data.blastPower;
}
virtual float GetBlastRadius(void) const
{
return m_data.blastRadius;
}
virtual DamageTypeID GetDamageType(void) const
{
return m_data.damageType;
}
virtual SoundID GetLaunchSound(void) const
{
return m_data.launchSound;
}
virtual SoundID GetAmbientSound(void) const
{
return m_data.ambientSound;
}
private:
ImissionIGC* m_pMission;
DataMissileTypeIGC m_data;
};
#endif