class
#include <Spore/Simulator/cScenarioPowerup.h>
cScenarioPowerup
Contents
Derived classes
- class cInteractiveOrnament
- Static objects in a planet that the player can interact with, such as pickable objects, skeletons in creature stage,...
- class cOrnament
- Used, among other things, for adventure objects (except pickable ones)
Public static variables
- static const uint32_t TYPE
Public static functions
- static void ReactToPowerup(cGameData* pFirst, cGameData* pSecond, void*)
- Called when an object (creatures, and maybe other kinds of objects too?) gets inside the range of activation of a powerup, so this function activates the effects of those powerups.
- static void ActivateMedKit(cScenarioPowerup* pPowerup, cCreatureBase* pCreature)
- static void ActivateEnergyKit(cScenarioPowerup* pPowerup, cCreatureBase* pCreature)
- static void ActivateSpeedBoost(cScenarioPowerup* pPowerup, cCreatureBase* pCreature)
- static void ActivateDamageBoost(cScenarioPowerup* pPowerup, cCreatureBase* pCreature)
- static void ActivateArmorBoost(cScenarioPowerup* pPowerup, cCreatureBase* pCreature)
- static void ActivateMine(cScenarioPowerup* pPowerup, cCombatant* pCombatant)
- static void ActivateJumpPad(cScenarioPowerup* pPowerup, cCreatureBase* pCreature)
- static void ActivateTeleporter(cScenarioPowerup* pPowerup, cCreatureBase* pCreature)
- static void ActivateGate(cCreatureBase* pCreature, cScenarioPowerup* pKeyPowerup, cScenarioPowerup* pGatePowerup)
- static void ActivateGrenade(cScenarioPowerup* pPowerup, cCreatureBase* pAttackerCreature)
Constructors, destructors, conversion operators
- ~cScenarioPowerup() virtual
Public functions
- auto ToGameData() -> cGameData* pure virtual
- auto ToSpatialObject() -> cSpatialObject* pure virtual
Public variables
- ScenarioPowerupType mPowerupType
- ResourceKey mPowerupModel
- bool field_14
- PropertyListPtr mpPropList
- ObjectPtr field_1C
- cGameDataPtr field_20
- float field_24
- float field_28
- int mScenarioClassIndex
- bool mHasBeenThrown
- float mTimeInFlight
- cGameDataPtr mpThrowObjective
- When you throw the object, this is the object to whom you throw it to. Only used by grenade.
Function documentation
static void Simulator:: cScenarioPowerup:: ReactToPowerup(cGameData* pFirst,
cGameData* pSecond,
void*)
Called when an object (creatures, and maybe other kinds of objects too?) gets inside the range of activation of a powerup, so this function activates the effects of those powerups.
Parameters | |
---|---|
pFirst | |
pSecond |
This function might be called twice, with the two parameters reversed; Spore activates the powerups when the first parameter is a cScenarioPowerup.
This method will call the ActivateMedKit(), ActivateEnergyKit(), etc methods.