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55 lines
1.6 KiB
C++
55 lines
1.6 KiB
C++
/*
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This file is part of WME Lite.
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http://dead-code.org/redir.php?target=wmelite
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Copyright (c) 2011 Jan Nedoma
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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#ifndef __WmePartForce_H__
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#define __WmePartForce_H__
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#include "BBase.h"
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#include "BNamedObject.h"
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#include "Vector2.h"
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namespace WinterMute {
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class CPartForce : public CBNamedObject {
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public:
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enum TForceType {
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FORCE_POINT, FORCE_GLOBAL
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};
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CPartForce(CBGame *inGame);
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virtual ~CPartForce(void);
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Vector2 _pos;
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Vector2 _direction;
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TForceType _type;
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HRESULT Persist(CBPersistMgr *PersistMgr);
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};
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} // end of namespace WinterMute
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#endif
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