private:
FalconEntity* baseObject;
};
enum DisplayFlags {
Radiate = 0x1,
Track = 0x2,
Launch = 0x4,
UnChecked
= 0x8,
};
float
cursorX, cursorY;
virtual SimObjectType* Exec (SimObjectType* targetList);
virtual
void
Display (VirtualDisplay *newDisplay);
virtual int ObjectDetected (FalconEntity*, int trackType);
int
GetRange (void)
{ return displayRange; };
void
SetRange (int newRange)
{ displayRange = newRange; };
void
LockTargetUnderCursor(void);
void
BoresightTarget(void);
void
NextTarget(void);
void
PrevTarget(void);
virtual
void SetDesiredTarget( SimObjectType* newTarget );
VU_ID FindIDUnderCursor(void);
ListElement*
FindTargetUnderCursor( void );
protected:
static
int
flash;
// Do we draw flashing things this frame?
int
displayRange;
ListElement*
emmitterList;
void
BuildPreplannedTargetList( void );
ListElement*
FindEmmitter( FalconEntity *entity );
void
LockListElement( ListElement* );
void
DrawWEZ( class MissileClass *theMissile );