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nobject.hpp
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#ifndef LIERO_NOBJECT_HPP
#define LIERO_NOBJECT_HPP
#include "math.hpp"
#include "objectList.hpp"
#include "exactObjectList.hpp"
#include <string>
struct Worm;
struct Game;
struct WormWeapon;
struct NObjectType
{
void create1(Game& game, fixed velX, fixed velY, int x, int y, int color, int ownerIdx, WormWeapon* firedBy);
void create2(Game& game, int angle, fixed velX, fixed velY, fixed x, fixed y, int color, int ownerIdx, WormWeapon* firedBy);
int detectDistance;
fixed gravity;
int speed;
int speedV;
int distribution;
int blowAway;
int bounce;
int hitDamage;
bool wormExplode;
bool explGround;
bool wormDestroy;
int bloodOnHit;
int startFrame;
int numFrames;
bool drawOnMap;
int colorBullets;
int createOnExp;
bool affectByExplosions;
int dirtEffect;
int splinterAmount;
int splinterColour;
int splinterType;
bool bloodTrail;
int bloodTrailDelay;
int leaveObj;
int leaveObjDelay;
int timeToExplo;
int timeToExploV;
int id;
std::string name;
};
struct NObject : ExactObjectListBase
{
void process(Game& game);
fixed x, y;
fixed velX, velY;
int timeLeft;
int id;
int ownerIdx;
int curFrame;
// STATS
WormWeapon* firedBy;
bool hasHit;
};
#endif // LIERO_NOBJECT_HPP