/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Joel Smely * Co-authors: * ... * */ #include "LightningGun.h" #include "core/CoreIncludes.h" #include "weapons/projectiles/LightningGunProjectile.h" #include "weaponsystem/Weapon.h" #include "weaponsystem/WeaponPack.h" #include "weaponsystem/WeaponSystem.h" #include "worldentities/pawns/Pawn.h" namespace orxonox { CreateFactory(LightningGun); LightningGun::LightningGun(BaseObject* creator) : WeaponMode(creator) { RegisterObject(LightningGun); this->reloadTime_ = 1; this->damage_ = 100; this->speed_ = 150; this->setMunitionName("LaserMunition"); this->setDefaultSound("sounds/Weapon_LightningGun.ogg"); } LightningGun::~LightningGun() { } void LightningGun::fire() { LightningGunProjectile* projectile = new LightningGunProjectile(this); projectile->setMaterial("Flares/LightningBall_"); this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition()); projectile->setOrientation(this->getMuzzleOrientation()); projectile->setPosition(this->getMuzzlePosition()); projectile->setVelocity(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getVelocity() + this->getMuzzleDirection() * this->speed_); projectile->setAcceleration(this->getMuzzleDirection() * 1000); projectile->setOwner(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); projectile->setDamage(this->getDamage()); projectile->setShieldDamage(this->getShieldDamage()); } }