63 void onCollide(zenkit::MaterialGroup matId)
override;
void setHitChance(float v)
void setTargetRange(float tgRange)
ItemMaterial itemMaterial() const
auto damage() const -> const DamageCalculator::Damage &
void setCritChance(float v)
void setTarget(const Npc *n)
Bullet(Bullet &&)=default
void setDamage(DamageCalculator::Damage d)
void onCollide(zenkit::MaterialGroup matId) override
Bullet & operator=(Bullet &&)=default
void setPosition(const Tempest::Vec3 &p)
Bullet(World &owner, const Item &itm, const Tempest::Vec3 &pos)
void setDirection(const Tempest::Vec3 &dir)
void setView(MeshObjects::Mesh &&m)