Changeset 10152 in orxonox.OLD for branches/playability/src/world_entities/weapons/weapon.h
- Timestamp:
- Dec 27, 2006, 12:03:36 PM (18 years ago)
- File:
-
- 1 edited
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branches/playability/src/world_entities/weapons/weapon.h
r10140 r10152 55 55 WS_STATE_COUNT = 8 //!< This must match the count of enumerations-members. 56 56 } WeaponState; 57 58 typedef enum59 {60 WS_SHOOTING0 = 0x00000001, //!< Fireing 1st Barrel61 WS_SHOOTING1 = 0x00000002, //!< Fireing 2nd Barrel62 WS_SHOOTING2 = 0x00000004, //!< Fireing 3rd Barrel63 WS_SHOOTING3 = 0x00000008, //!< Fireing 4st Barrel64 WS_SHOOTING4 = 0x00000010, //!< Fireing 5st Barrel65 WS_SHOOTING5 = 0x00000020, //!< Fireing 6st Barrel66 WS_SHOOTING6 = 0x00000040, //!< Fireing 7st Barrel67 WS_SHOOTING7 = 0x00000080, //!< Fireing 8st Barrel68 69 WS_SS_MAX = 0x000000ff70 }ShootingStates;71 57 72 58 //! an enumerator defining capabilities of a WeaponSlot … … 177 163 178 164 Animation3D* getAnimation(WeaponState state, PNode* node = NULL); 179 Animation3D* getAnimation( ShootingStates state, PNode* node = NULL);165 Animation3D* getAnimation(int barrel, int seg, PNode* node); 180 166 Animation3D* copyAnimation(WeaponState from, WeaponState to); 181 167 … … 190 176 void debug() const; 191 177 192 178 inline int getBarrels() {return this->barrels; }; 179 inline int getSegs() { return this->segs; }; 180 inline void setBarrels(int barrels) { this->barrels = barrels; }; 181 inline void setSegs(int segs) { this->segs = segs; }; 182 183 inline Animation3D* getShootAnim(int barrel, int seg) { return this->shootAnim[barrel][seg]; }; 184 inline void setShootAnim(int barrel, int seg, PNode* component) { this->shootAnim[barrel][seg] = this->getAnimation(barrel, seg, component); }; 185 186 void init2(); 187 void deconstr(); 193 188 194 189 protected: … … 208 203 209 204 210 inline int getBarrels() {return this->barrels; };211 inline int getSeg() {return this->segs; };212 inline void setBarrels(int barrels) { this->barrels = barrels; };213 inline void setSegs(int segs) { this->segs = segs; };214 205 215 206 private: … … 268 259 int barrels; //!< # of barrels 269 260 int segs; //!< # of segments, one barrel has 261 Animation3D*** shootAnim; 262 270 263 }; 271 264
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