CProjectile::CProjectile(const float3& pos, const float3& speed, CUnit* owner, bool isSynced, bool isWeapon, bool isPiece): CExpGenSpawnable(pos), synced(isSynced), weapon(isWeapon), piece(isPiece), luaMoveCtrl(false), checkCol(true), deleteMe(false), castShadow(false), collisionFlags(0), speed(speed), mygravity(mapInfo? mapInfo->map.gravity: 0.0f), ownerId(0) { if (owner) { ownerId = owner->id; } if (!(isWeapon || isPiece)) { //! we need to be able to dynacast to derived //! types, but this throws away too much RTTI ph->AddProjectile(this); } SetRadius(1.7f); GML_GET_TICKS(lastProjUpdate); }
CProjectile::CProjectile(): checkCol(true), deleteMe(false), castShadow(false), collisionFlags(0), s3domodel(0), ownerId(0) { GML_GET_TICKS(lastProjUpdate); }
CProjectile::CProjectile(): synced(false), weapon(false), piece(false), luaMoveCtrl(false), checkCol(true), deleteMe(false), castShadow(false), collisionFlags(0), speed(ZeroVector), mygravity(mapInfo? mapInfo->map.gravity: 0.0f), ownerId(0) { GML_GET_TICKS(lastProjUpdate); }