class
cScenarioPowerup
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
Public static functions
- static auto ReactToPowerup(cGameData* pFirst, cGameData* pSecond, void*) -> 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 auto ActivateMedKit(cScenarioPowerup* pPowerup, cCreatureBase* pCreature) -> void
- static auto ActivateEnergyKit(cScenarioPowerup* pPowerup, cCreatureBase* pCreature) -> void
- static auto ActivateSpeedBoost(cScenarioPowerup* pPowerup, cCreatureBase* pCreature) -> void
- static auto ActivateDamageBoost(cScenarioPowerup* pPowerup, cCreatureBase* pCreature) -> void
- static auto ActivateArmorBoost(cScenarioPowerup* pPowerup, cCreatureBase* pCreature) -> void
- static auto ActivateMine(cScenarioPowerup* pPowerup, cCombatant* pCombatant) -> void
- static auto ActivateJumpPad(cScenarioPowerup* pPowerup, cCreatureBase* pCreature) -> void
- static auto ActivateTeleporter(cScenarioPowerup* pPowerup, cCreatureBase* pCreature) -> void
- static auto ActivateGate(cCreatureBase* pCreature, cScenarioPowerup* pKeyPowerup, cScenarioPowerup* pGatePowerup) -> void
- static auto ActivateGrenade(cScenarioPowerup* pPowerup, cCreatureBase* pAttackerCreature) -> void
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.