Changeset 10121 in orxonox.OLD for branches/playability/src/world_entities
- Timestamp:
- Dec 20, 2006, 1:09:05 PM (18 years ago)
- Location:
- branches/playability/src/world_entities
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/playability/src/world_entities/space_ships/space_ship.cc
r10120 r10121 144 144 this->registerObject(this, SpaceShip::_objectList); 145 145 PRINTF(4)("SPACESHIP INIT\n"); 146 146 this->weaponMan.setParentEntity( this); 147 147 //weapons: 148 148 … … 175 175 this->weaponMan.addWeapon( wpLeft1, 0, 0); 176 176 this->weaponMan.addWeapon( wpRight1, 0, 1); 177 this->weaponMan.addWeapon( wpLeft2, 1, 0); 178 this->weaponMan.addWeapon( wpRight2, 1, 1); 179 this->weaponMan.addWeapon( wpLeft3, 2, 0); 180 this->weaponMan.addWeapon( wpRight3, 2, 1); 177 178 this->weaponMan.addWeapon( wpLeft2, 1, 2); 179 this->weaponMan.addWeapon( wpRight2, 1, 3); 180 181 this->weaponMan.addWeapon( wpLeft3, 2, 4); 182 this->weaponMan.addWeapon( wpRight3, 2, 5); 181 183 182 184 this->secWeaponMan.addWeapon( cannon, 0, 0); 183 185 184 /*185 wpRight1->requestAction(WA_ACTIVATE);186 wpLeft1->requestAction(WA_ACTIVATE);187 188 wpRight2->requestAction(WA_ACTIVATE);189 wpLeft2->requestAction(WA_ACTIVATE);190 wpRight3->requestAction(WA_ACTIVATE);191 wpLeft3->requestAction(WA_ACTIVATE);192 193 cannon->requestAction(WA_ACTIVATE);194 */195 186 196 187 this->weaponMan.changeWeaponConfig(1); -
branches/playability/src/world_entities/weapons/medium_blaster.cc
r10117 r10121 56 56 57 57 this->setStateDuration(WS_RELOADING, 0); 58 this->setStateDuration(WS_ACTIVATING, .5);59 this->setStateDuration(WS_DEACTIVATING, 1);58 this->setStateDuration(WS_ACTIVATING, 0); //.5); 59 this->setStateDuration(WS_DEACTIVATING, 0); // 1); 60 60 61 61 this->setEnergyMax(500); -
branches/playability/src/world_entities/weapons/weapon.cc
r10037 r10121 353 353 { 354 354 /** Disabled for releaseFire() from WM*/ 355 //if (this->requestedAction != WA_NONE)356 //return;355 if (this->requestedAction != WA_NONE) 356 return; 357 357 PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); 358 358 this->requestedAction = action; … … 435 435 break; 436 436 default: 437 PRINTF( 2)("Action %s Not Implemented yet \n", Weapon::actionToChar(action));437 PRINTF(5)("Action %s Not Implemented yet \n", Weapon::actionToChar(action)); 438 438 return false; 439 439 } -
branches/playability/src/world_entities/weapons/weapon_manager.cc
r10036 r10121 420 420 this->currentConfigID = weaponConfig; 421 421 PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID); 422 422 423 for (int i = 0; i < WM_MAX_SLOTS; i++) 423 424 this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i]; … … 472 473 for(int i = 0; i < this->slotCount; i++) 473 474 { 474 /* 475 NICE LITTLE DEBUG FUNCTION476 if (this->currentSlotConfig[i].currentWeapon != NULL || this->currentSlotConfig[i].nextWeapon != NULL)475 476 //NICE LITTLE DEBUG FUNCTION 477 /* if (this->currentSlotConfig[i].currentWeapon != NULL || this->currentSlotConfig[i].nextWeapon != NULL) 477 478 printf("%p %p\n", this->currentSlotConfig[i].currentWeapon, this->currentSlotConfig[i].nextWeapon);*/ 478 479 … … 496 497 } 497 498 } 498 499 499 // switching to next Weapon 500 500 tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon; 501 501 502 if (tickWeapon != NULL) 502 503 {
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