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source: code/branches/tgidronFS16/src/modules/weapons/projectiles/FlameGunProjectile.cc @ 11388

Last change on this file since 11388 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: 2.3 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 Implementation of the FlameGunProjectile class.
32*/
33
34#include "FlameGunProjectile.h"
35
36#include "core/CoreIncludes.h"
37#include "core/command/Executor.h"
38#include "util/Convert.h"
39#include "util/Math.h"
40
41namespace orxonox
42{
43    RegisterClass(FlameGunProjectile);
44
45    FlameGunProjectile::FlameGunProjectile(Context* context) : ParticleProjectile(context)
46    {
47        RegisterObject(FlameGunProjectile);
48
49        this->lifetime_ = 1.0f;
50        this->spread_ = 0.1f;
51
52        setDestroyAfterCollision(false);
53        setEffect("Orxonox/fire3");
54    }
55
56    void FlameGunProjectile::setLifetime(float lifetime)
57    {
58        if (lifetime >= 0.0)
59        {
60            this->lifetime_ = lifetime;
61            this->flameTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&FlameGunProjectile::destroy, this)));
62        }
63        else
64        {
65            this->lifetime_ = 0.0;
66        }
67    }
68
69    void FlameGunProjectile::setSpread(float spread)
70    {
71        spread_ = spread;
72    }
73
74    bool FlameGunProjectile::processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs)
75    {
76        bool result = ParticleProjectile::processCollision(otherObject, contactPoint, cs);
77
78        // Every projectile can only deal damage once.
79        setDamage(0.0);
80        setHealthDamage(0.0);
81        setShieldDamage(0.0);
82
83        return result;
84    }
85}
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