#include <item.h>
Inheritance diagram for TEWeapon:
Public Methods | |
TEWeapon () | |
TEWeapon (const TEWeapon &OldEWeapon) | |
virtual | ~TEWeapon () |
virtual bool | load (TDataPackageList *in) |
virtual bool | save (TDataPackageList *out) const |
virtual TItem::tItemType | getItemType () const |
virtual void | setEfficientRange (const int4 EfficientRange) |
virtual int4 | getEfficientRange () const |
virtual bool | operator== (const TEWeapon &EWeapon) const |
virtual TEWeapon & | operator= (const TEWeapon &EWeapon) |
Protected Attributes | |
int4 | fEfficientRange |
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This constructor generates a new TEWeapon object with all properties resetted. This means you have to set all properties like name and mass afterwards with help of the respective set<something> methods. |
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This constructor creates also a new standard energy weapon, but the attributes are copied from the standard energy weapon given in OldEWeapon. Mostly implemented to provide a copy constructor.
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Destructs the object. Has nothing else to do, because no memory has to be freed or similar stuff. |
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With the method getEfficientRange you can get the efficient range in which a shot still causes significant damage.
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The method getItemType returns the type of the item, in this case TItem::EWEAPON for energy weapon.
Reimplemented from TWeapon. |
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The method Load loads a TEWeapon object from the data packages in the list.
Reimplemented from TWeapon. |
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This is the assignment operator for TEWeapon. |
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With the method operator== you can compare two TEWeapon objects. This is of course the behaviour one would expect from "operator==".
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The method Save saves a TEWeapon object by adding the data packages to the list.
Reimplemented from TWeapon. |
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The method setEfficientRange sets the efficient range in which a shot still causes significant damage.
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the efficient range of the standard energy weapon |