Changeset 10036 in orxonox.OLD for branches/playability
- Timestamp:
- Dec 10, 2006, 1:08:50 PM (18 years ago)
- Location:
- branches/playability/src/world_entities
- Files:
-
- 7 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/playability/src/world_entities/projectiles/hbolt.cc
r10005 r10036 41 41 this->loadModel("models/projectiles/hbolt.obj"); 42 42 43 this->setMinEnergy( 20);43 this->setMinEnergy(10); 44 44 this->setHealthMax(0); 45 45 this->lifeSpan = 5.0; -
branches/playability/src/world_entities/projectiles/mbolt.cc
r9999 r10036 42 42 this->loadModel("models/projectiles/laser.obj"); 43 43 44 this->setMinEnergy( 10);44 this->setMinEnergy(4); 45 45 this->setHealthMax(0); 46 46 this->lifeSpan = 5.0; -
branches/playability/src/world_entities/space_ships/space_ship.cc
r10032 r10036 512 512 513 513 if( this->bFire) 514 {515 514 this->weaponMan.fire(); 516 } 515 else 516 this->weaponMan.releaseFire(); 517 517 518 if( this->bSecFire) 518 {519 519 this->secWeaponMan.fire(); 520 this->bSecFire = !this->bSecFire; // FIXME This currently is needed to prevent "echo fires" of a second rocket after its cooldown has passed521 }520 else 521 this->secWeaponMan.releaseFire(); 522 522 523 523 -
branches/playability/src/world_entities/weapons/medium_blaster.cc
r9998 r10036 51 51 52 52 53 this->setStateDuration(WS_SHOOTING, 0. 1); // 10Schuss pro Sekunde53 this->setStateDuration(WS_SHOOTING, 0.2); // 5 Schuss pro Sekunde 54 54 55 55 this->setStateDuration(WS_RELOADING, 0); -
branches/playability/src/world_entities/weapons/weapon.cc
r10030 r10036 352 352 if (likely(this->isActive())) 353 353 { 354 if (this->requestedAction != WA_NONE)355 return;354 //if (this->requestedAction != WA_NONE) 355 // return; 356 356 PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); 357 357 this->requestedAction = action; -
branches/playability/src/world_entities/weapons/weapon_manager.cc
r10023 r10036 116 116 117 117 this->hideCrosshair(); 118 119 this->bFire = false; 118 120 } 119 121 … … 441 443 } 442 444 445 /** 446 * triggers fire of all weapons in the current weaponconfig 447 */ 448 void WeaponManager::releaseFire() 449 { 450 Weapon* firingWeapon; 451 for(int i = 0; i < this->slotCount; i++) 452 { 453 firingWeapon = this->currentSlotConfig[i].currentWeapon; 454 if( firingWeapon != NULL) firingWeapon->requestAction(WA_NONE); 455 } 456 457 /* 458 this->crosshair->setRotationSpeed(500); 459 this->crossHairSizeAnim->replay(); 460 */ 461 } 443 462 444 463 /** … … 449 468 { 450 469 Weapon* tickWeapon; 470 451 471 452 472 for(int i = 0; i < this->slotCount; i++) -
branches/playability/src/world_entities/weapons/weapon_manager.h
r10004 r10036 103 103 //! @TODO: implement this function (maybe also in Weapon itself) 104 104 void releaseFire(); 105 //inline void setFire() { this->bFire = true; }; 105 106 106 107 void tick(float dt); … … 131 132 132 133 std::vector<CountPointer<AmmoContainer> > ammo; //!< Containers 134 135 bool bFire; 133 136 }; 134 137
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