1package com.fs.starfarer.api.impl.combat;
3import org.lwjgl.util.vector.Vector2f;
5import com.fs.starfarer.api.Global;
6import com.fs.starfarer.api.combat.CombatEngineAPI;
7import com.fs.starfarer.api.combat.CombatEntityAPI;
8import com.fs.starfarer.api.combat.DamagingProjectileAPI;
9import com.fs.starfarer.api.combat.EveryFrameWeaponEffectPlugin;
10import com.fs.starfarer.api.combat.MissileAPI;
11import com.fs.starfarer.api.combat.OnFireEffectPlugin;
12import com.fs.starfarer.api.combat.OnHitEffectPlugin;
13import com.fs.starfarer.api.combat.WeaponAPI;
14import com.fs.starfarer.api.combat.listeners.ApplyDamageResultAPI;
29 public void advance(
float amount, CombatEngineAPI engine, WeaponAPI weapon) {
32 boolean charging = weapon.getChargeLevel() > 0 && weapon.getCooldownRemaining() <= 0;
43 public void onHit(DamagingProjectileAPI projectile, CombatEntityAPI target, Vector2f point,
boolean shieldHit, ApplyDamageResultAPI damageResult, CombatEngineAPI engine) {
47 public void onFire(DamagingProjectileAPI projectile, WeaponAPI weapon, CombatEngineAPI engine) {
53 MissileAPI missile = (MissileAPI) projectile;
54 missile.setMine(
true);
55 missile.setNoMineFFConcerns(
true);
57 missile.setMinePrimed(
true);
58 missile.setUntilMineExplosion(0f);
static CombatEngineAPI getCombatEngine()
void attachToProjectile(DamagingProjectileAPI proj)
void advance(float amount, CombatEngineAPI engine, WeaponAPI weapon)
RealityDisruptorChargeGlow chargeGlowPlugin
void onFire(DamagingProjectileAPI projectile, WeaponAPI weapon, CombatEngineAPI engine)
CombatEntityAPI chargeGlowEntity
void onHit(DamagingProjectileAPI projectile, CombatEntityAPI target, Vector2f point, boolean shieldHit, ApplyDamageResultAPI damageResult, CombatEngineAPI engine)