Changeset 10271 in orxonox.OLD for branches/playability/src/world_entities/weapons
- Timestamp:
- Jan 17, 2007, 6:15:21 PM (18 years ago)
- Location:
- branches/playability/src/world_entities/weapons
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/playability/src/world_entities/weapons/heavy_blaster.cc
r10261 r10271 41 41 } 42 42 delete [] this->emissionPoint; 43 44 delete [] this->shootAnim; 45 delete [] this->objComp; 43 delete [] this->shootAnim; 44 delete [] this->objComp; 46 45 /* 47 46 for(int j = 0; j < this->getSegs(); j++) -
branches/playability/src/world_entities/weapons/spike_launcher.cc
r10224 r10271 239 239 void SpikeLauncher::fire() 240 240 { 241 // temporary solution to test the module242 241 updateFireDir(VECTOR_RAND(1), 20); 243 242 244 printf("firing spikes\n");245 243 Projectile* pj = NULL; 246 244 for (int i = 0; i < this->spikes; i++) … … 250 248 return; 251 249 252 // pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*115.0 + VECTOR_RAND(10)));253 250 pj->setVelocity(this->launcher[i].getNormalized() * 300.0); 254 251 … … 257 254 Quaternion q; 258 255 pj->setRelDir(q.lookAt(Vector(), this->launcher[i], VECTOR_RAND(1))); 259 // pj->setRelDir(90, this->launcher[i].x, this->launcher[i].y, this->launcher[i].z); 260 261 /* pj->toList(this->getOMListNumber());*/ 256 262 257 pj->activate(); 263 258 } -
branches/playability/src/world_entities/weapons/spike_thrower.cc
r10260 r10271 82 82 animation1->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); 83 83 animation2->addKeyFrame(Vector(0, 0, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); 84 animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); */85 /* 84 animation2->addKeyFrame(Vector(0, -.5, 0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_CONSTANT); 85 86 86 animation1->setInfinity(ANIM_INF_CONSTANT); 87 87 animation2->setInfinity(ANIM_INF_CONSTANT);*/ … … 104 104 this->getProjectileFactory()->prepare(50); 105 105 106 //this->setActionSound(WA_SHOOT, "sound/explosions/explosion_1.wav");107 //this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav");108 //this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav");106 this->setActionSound(WA_SHOOT, "sound/explosions/explosion_1.wav"); 107 this->setActionSound(WA_ACTIVATE, "sound/vocals/missiles.wav"); 108 this->setActionSound(WA_RELOAD, "sound/vocals/reload.wav"); 109 109 110 110 } … … 156 156 pj->setParent(PNode::getNullParent()); 157 157 158 // pj->setVelocity(this->getParent()->getAbsDir().apply(Vector(1,0,0))*200 + this->getParent()->getParent()->getVelocity()); 159 pj->setVelocity(this->getParent()->getVelocity() + this->getAbsDir().apply(Vector(1,0,0))*160); 158 dynamic_cast<SpikeBall*>(pj)->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*110); 160 159 161 160 pj->setAbsCoor(this->getEmissionPoint());
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