| 781 | } |
| 782 | |
| 783 | void CMissile::OnDrawUI() |
| 784 | { |
| 785 | if (GetState() == eReady && !m_throw) |
| 786 | { |
| 787 | CActor* actor = smart_cast<CActor*>(H_Parent()); |
| 788 | if (actor) |
| 789 | { |
| 790 | if (!g_MissileForceShape) |
| 791 | create_force_progress(); |
| 792 | float k = (m_fThrowForce - m_fMinForce) / (m_fMaxForce - m_fMinForce); |
| 793 | g_MissileForceShape->SetPos(k); |
| 794 | g_MissileForceShape->Draw(); |
| 795 | } |
| 796 | } |
| 797 | } |
| 798 | |
| 799 | void CMissile::ExitContactCallback(bool& do_colide, bool bo1, dContact& c, SGameMtl* material_1, SGameMtl* material_2) |
| 800 | { |
nothing calls this directly
no test coverage detected