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source: code/branches/HUD_HS16/src/modules/weapons/projectiles/FlameGunProjectile.h @ 11663

Last change on this file since 11663 was 11108, checked in by fvultier, 9 years ago

A few modifications in the weapon system: WeaponModes may play a reload sound now. Fireing Sounds of WeaponModes may overlap now. New weapon: FlameGun, a flame thrower for close combat (e.g. for the FPS player)

File size: 1.9 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabien Vultier
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file FlameGunProjectile.h
31    @brief Definition of the FlameGunProjectile class.
32*/
33
34#ifndef _FlameGunProjectile_H__
35#define _FlameGunProjectile_H__
36
37#include "weapons/WeaponsPrereqs.h"
38
39#include <string>
40#include "tools/Timer.h"
41#include "ParticleProjectile.h"
42
43namespace orxonox
44{
45
46    /**
47    @author
48        Fabien Vultier
49    @ingroup WeaponsProjectiles
50    */
51    class _WeaponsExport FlameGunProjectile : public ParticleProjectile
52    {
53        public:
54            FlameGunProjectile(Context* context);
55            virtual ~FlameGunProjectile() {}
56
57            virtual void setLifetime(float lifetime);
58            virtual void setSpread(float spread);
59        protected:
60            bool processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs);
61
62        private:           
63            float lifetime_;
64            float spread_;
65            Timer flameTimer_;
66    };
67}
68
69#endif /* _FlameGunProjectile_H__ */
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