13 #include <vl/fireInteraction.h>
14 #include <vl/detonationInteraction.h>
16 #include <vl/hostStructs.h>
67 virtual void initPendingDetonations();
71 virtual const char*
type()
const;
88 virtual void fire(
int roundsToFire,
bool computePHit);
101 virtual bool checkHitProbability(
const DtEntityType& type, DtReal
110 virtual double hitProbabilityModifier(
const DtEntityType& type, DtReal
120 virtual DtFireInteraction * createFireInteraction(
const int rounds);
144 DtTime& detTime,
bool assureMiss =
false);
148 virtual DtDetonationResult entityDetonationType(DtEntityType* victimType = 0,
159 virtual void getMissLocation(
DtVector gunPosition,
162 DtDetonationResult& detonationResult,
182 virtual DtString probabilityString()
const;
185 virtual DtVector calculateMuzzlePosition()
const;
202 virtual double maxGunRange()
const;
213 static void detonationCallback(
DtTimer * timer);
219 static void setTracerUseCallback(
DtSimMessage * msg,
void *component);
233 static void objectAddedCb(
DtVrfObject * vrfObject,
void * usr);
248 virtual bool createPSR();
254 virtual void processObjectAdded(
DtVrfObject * vrfObject);
257 virtual void addRangeItems();
262 virtual bool aimGun();
269 virtual DtEntityType munitionType(
DtSimMunition& munitionEntry);