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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