Tactics: Western Philosophers Vs. Musicians
0.12
A turn-based tactical game combining rules and gameplay elements inspired by Final Fantasy Tactics and the Mayfair Exponential Game System. Unlike most games of this type, motion is in full, grid-less 3D.
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#include <Tactics3DInventory.h>
Public Member Functions | |
IWeapon (OpenSkyNet::Core::Object *owner_, int damage_, float minSpread_, float maxSpread_, float spreadPerShot_) | |
virtual | ~IWeapon () |
const AttackRange * | getAttackRange () const |
AttackRange * | getAttackRange () |
virtual void | calcSpread ()=0 |
virtual void | getAim (OpenSkyNet::Math::Point<> &origin_, OpenSkyNet::Math::Point<> &dir_) const |
virtual bool | fire (OpenSkyNet::CD::HitInfo &hitInfo_, OpenSkyNet::Core::Object *intendedTarget_, Action *action_)=0 |
Weapon accessors | |
int | getDamage () const |
float | getSpread () const |
float | getMinSpread () const |
float | getMaxSpread () const |
float | getSpreadPerShot () const |
Public Member Functions inherited from Tactics3D::IEquipable | |
IEquipable (OpenSkyNet::Core::Object *owner_) | |
Public Member Functions inherited from Tactics3D::ICollectible | |
ICollectible (OpenSkyNet::Core::Object *owner_) | |
virtual void | setVisible (bool isVisible_) |
virtual | ~ICollectible () |
Protected Attributes | |
int | _damage |
float | _spread |
float | _minSpread |
float | _maxSpread |
float | _spreadPerShot |
AttackRange * | _attackRange |
Protected Attributes inherited from Tactics3D::ICollectible | |
OpenSkyNet::Core::Object * | _owner |
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inline |
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virtual |
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pure virtual |
Implemented in Tactics3D::MegaRL.
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pure virtual |
Implemented in Tactics3D::MegaRL.
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virtual |
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inline |
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inline |
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inline |
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inline |
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inline |
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inline |
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inline |
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protected |
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protected |
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protected |
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protected |
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protected |
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protected |