class weapon : public gp2d::Sprite {
public:
GLfloat accel_x, accel_y, vel_x, vel_y;
GLfloat angle; // direction angle
GLfloat acceleration; // lenght of vector accelrating in angle direction
GLfloat velocity; // lenght ofvelocity vector
GLfloat BlastRadius; // how big of a boom does it make?
GLfloat Elasticity; // how much movement does this qweapon keep when it bounces?
bool Bounces; // can this weapon bounce of things?
bool IsPhysical; // does this weapon get effects of gravity applied?
int WeaponID;
bool Visible;
weapon();
void CaclulateVelocity(void);
void MoveMe();
void SetBeginPosition(GLfloat nx, GLfloat ny, GLfloat new_angle);
void SetAcceleration(GLfloat new_accel, GLfloat new_angle);
};
class IT_Weapon {
public:
int TypeID;
bool Active;
vector <weapon> components;
};