openmohaa/code/game/actor_grenade.cpp

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2016-03-27 11:49:47 +02:00
/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// actor_grenade.cpp
#include "actor.h"
void Actor::InitGrenade
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_Grenade;
func->BeginState = &Actor::Begin_Grenade;
func->EndState = &Actor::End_Grenade;
func->ResumeState = &Actor::Resume_Grenade;
func->SuspendState = &Actor::End_Grenade;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Grenade;
func->FinishedAnimation = &Actor::FinishedAnimation_Grenade;
func->IsState = &Actor::IsGrenadeState;
}
bool Actor::Grenade_Acquire
(
int eNextState,
const_str csReturnAnim
)
{
// FIXME: stub
STUB();
return false;
}
void Actor::Grenade_Flee
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Grenade_ThrowAcquire
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Grenade_Throw
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Grenade_KickAcquire
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Grenade_Kick
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Grenade_MartyrAcquire
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Grenade_Martyr
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Grenade_Wait
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Grenade_NextThinkState
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Grenade_EventAttach
(
Event *ev
)
{
// FIXME: stub
STUB();
}
void Actor::Grenade_EventDetach
(
Event *ev
)
{
// FIXME: stub
STUB();
}
void Actor::Begin_Grenade
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::End_Grenade
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Resume_Grenade
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::Think_Grenade
(
void
)
{
// FIXME: stub
STUB();
}
void Actor::FinishedAnimation_Grenade
(
void
)
{
// FIXME: stub
STUB();
}