[10629] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabien Vultier |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file IceGunProjectile.h |
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| 31 | @brief Definition of the IceGunProjectile class. |
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| 32 | */ |
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| 33 | |
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| 34 | #ifndef _IceGunProjectile_H__ |
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| 35 | #define _IceGunProjectile_H__ |
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| 36 | |
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| 37 | #include "weapons/WeaponsPrereqs.h" |
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| 38 | |
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| 39 | #include <string> |
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| 40 | #include "tools/Timer.h" |
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| 41 | #include "BillboardProjectile.h" |
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| 42 | #include "weapons/IceGunFreezer.h" |
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| 43 | |
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| 44 | namespace orxonox |
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| 45 | { |
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| 46 | |
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| 47 | /** |
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| 48 | @brief |
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| 49 | The IceGunProjectile is a projectile that attaches a IceGunFreezer to the hit object. This object gets slowed down by the IceGunFreezer. |
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| 50 | @author |
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| 51 | Fabien Vultier |
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| 52 | @ingroup WeaponsProjectiles |
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| 53 | */ |
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| 54 | class _WeaponsExport IceGunProjectile : public Projectile |
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| 55 | { |
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| 56 | public: |
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| 57 | IceGunProjectile(Context* context); |
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| 58 | virtual ~IceGunProjectile() {} |
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| 59 | |
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| 60 | virtual void setFreezeTime(float freezeTime); |
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| 61 | virtual void setFreezeFactor(float freezeFactor); |
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| 62 | |
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| 63 | protected: |
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| 64 | virtual bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint); |
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| 65 | private: |
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| 66 | float freezeTime_; //The duration of the freezing effect on a target |
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| 67 | float freezeFactor_; //The strength of the freezing effect |
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| 68 | }; |
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| 69 | } |
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| 70 | |
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| 71 | #endif /* _IceGunProjectile_H__ */ |
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