- Timestamp:
- Jan 29, 2007, 5:07:24 PM (18 years ago)
- Location:
- branches/playability/src/world_entities
- Files:
-
- 2 added
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/playability/src/world_entities/WorldEntities.am
r10437 r10484 33 33 \ 34 34 world_entities/questGUI/quest_gui.cc \ 35 35 world_entities/questGUI/quest.cc \ 36 36 \ 37 37 world_entities/weapons/weapon_slot.cc \ -
branches/playability/src/world_entities/space_ships/space_ship.cc
r10449 r10484 172 172 Weapon* cannon = new SwarmLauncher(); 173 173 cannon->setName( "SwarmLauncher"); 174 174 /* 175 175 Weapon* spike = new SpikeThrower(); 176 176 spike->setName( "SpikeThrower" ); … … 181 181 182 182 Weapon* acid1 = new AcidLauncher(); 183 acid1->setName( "AcidSplasher" ); 183 acid1->setName( "AcidSplasher" );*/ 184 184 185 185 … … 192 192 this->weaponMan.addWeapon( wpLeft3, 2, 4); 193 193 this->weaponMan.addWeapon( wpRight3, 2, 5); 194 /* 194 195 195 this->weaponMan.addWeapon( wpLeft1, 3, 0); 196 196 this->weaponMan.addWeapon( wpRight1, 3, 1); … … 201 201 this->weaponMan.addWeapon( wpLeft3, 3, 4); 202 202 this->weaponMan.addWeapon( wpRight3, 3, 5); 203 */ 204 205 this->weaponMan.addWeapon( acid0, 3, 0);206 this->weaponMan.addWeapon( acid1, 3, 1);203 204 205 // this->weaponMan.addWeapon( acid0, 3, 0); 206 // this->weaponMan.addWeapon( acid1, 3, 1); 207 207 208 208 209 209 this->secWeaponMan.addWeapon( cannon, 0, 2); 210 this->secWeaponMan.addWeapon( spike, 1, 3);210 // this->secWeaponMan.addWeapon( spike, 1, 3); 211 211 // this->secWeaponMan.addWeapon( acid0, 2, 2); 212 212 // this->secWeaponMan.addWeapon( acid1, 2, 3); 213 213 214 214 215 this->weaponMan.changeWeaponConfig( 3);216 this->secWeaponMan.changeWeaponConfig( 1);215 this->weaponMan.changeWeaponConfig(0); 216 this->secWeaponMan.changeWeaponConfig(0); 217 217 218 218 curWeaponPrimary = 0; 219 curWeaponSecondary = 1;219 curWeaponSecondary = 0; 220 220 221 221 Playable::weaponConfigChanged(); … … 244 244 245 245 246 /* this->loadModel("models/ships/mantawing.obj");*/ 246 this->loadModel("models/spaceships/human_spaceship_fighter.obj", .25); 247 247 //this->setVisibiliy(false); 248 248 -
branches/playability/src/world_entities/weapons/heavy_blaster.cc
r10479 r10484 72 72 // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); 73 73 74 this->loadModel("models/guns/frag cannon.obj", .4);74 this->loadModel("models/guns/frag_cannon.obj", .4); 75 75 76 76 … … 85 85 86 86 this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav"); 87 this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav");87 // this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav"); 88 88 this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav"); 89 89 90 90 this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT); 91 this->setProjectileTypeC("HBolt"); // FIXME temp project type until the blaste class exist 92 // this->setProjectileTypeC("SpikeBall"); // FIXME temp project type until the blaste class exist 91 this->setProjectileTypeC("HBolt"); 93 92 this->prepareProjectiles(5); 94 93 … … 96 95 this->setSegs(2); 97 96 this->activeBarrel = 0; 98 // this->init2();99 97 100 98 -
branches/playability/src/world_entities/weapons/light_blaster.cc
r10415 r10484 43 43 delete [] this->shootAnim; 44 44 delete [] this->objComp; 45 /*46 for(int j = 0; j < this->getSegs(); j++)47 {48 delete this->shootAnim[i][j];49 delete this->objComp[i][j];50 }51 delete this->shootAnim[i];52 delete this->objComp[i];53 delete this->emissionPoint[i];54 }*/55 45 56 // this->deconstr();57 // model will be deleted from WorldEntity-destructor58 46 } 59 47 … … 66 54 { 67 55 68 this->loadModel("models/guns/gat tling.obj", 0.333);56 this->loadModel("models/guns/gatling.obj", 0.333); 69 57 70 58 … … 79 67 80 68 this->setActionSound(WA_SHOOT, "sounds/guns/laser.wav"); 81 this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav");69 // this->setActionSound(WA_ACTIVATE, "sounds/voices/lasers.wav"); 82 70 this->setActionSound(WA_RELOAD, "sounds/spawn/alien_generator.wav"); 83 71 84 72 this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT); 85 //this->setProjectileTypeC("RailProjectile"); // FIXME temp project type until the blaste class exist 86 this->setProjectileTypeC("LBolt"); // Working; FIXME: add textures 87 // this->setProjectileTypeC("Spike"); // Working; FIXME: add textures 73 this->setProjectileTypeC("LBolt"); 88 74 this->prepareProjectiles(100); 89 75
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