- Timestamp:
- Jan 31, 2007, 12:13:14 AM (18 years ago)
- Location:
- trunk/src/world_entities
- Files:
-
- 6 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/world_entities/mount_point.cc
r10526 r10528 146 146 { 147 147 PRINTF(0)("got particle system. attaching it to mp\n"); 148 dynamic_cast<ParticleSystem*>(this->_mount)->attachEmmittersTo(this, Vector(0,0,0) );148 dynamic_cast<ParticleSystem*>(this->_mount)->attachEmmittersTo(this, Vector(0,0,0), this->getRelDir()); 149 149 } 150 150 } -
trunk/src/world_entities/particles/particle_system.cc
r10523 r10528 286 286 * @param node 287 287 */ 288 void ParticleSystem::attachEmmittersTo(PNode* node, const Vector& offset )288 void ParticleSystem::attachEmmittersTo(PNode* node, const Vector& offset, const Quaternion& dir) 289 289 { 290 290 std::list<ParticleEmitter*>::iterator it = this->emitters.begin(); … … 294 294 (*it)->setParent(node); 295 295 (*it)->setRelCoor(offset); 296 (*it)->setRelDir(dir); 296 297 } 297 298 } -
trunk/src/world_entities/particles/particle_system.h
r10523 r10528 96 96 void removeEmitter(ParticleEmitter* emitter); 97 97 98 void attachEmmittersTo(PNode* node, const Vector& offset );98 void attachEmmittersTo(PNode* node, const Vector& offset, const Quaternion& dir); 99 99 100 100 virtual void applyField(const Field* field); -
trunk/src/world_entities/weapons/light_blaster.cc
r10516 r10528 127 127 void LightBlaster::fire() 128 128 { 129 PRINTF(0)("=>>fir\n"); 129 130 Projectile* pj = this->getProjectile(); 130 131 if (pj == NULL) -
trunk/src/world_entities/weapons/weapon.cc
r10516 r10528 440 440 if (this->requestedAction != WA_NONE) 441 441 return; 442 PRINTF( 5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration);442 PRINTF(0)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); 443 443 this->requestedAction = action; 444 444 } -
trunk/src/world_entities/weapons/weapon_manager.cc
r10526 r10528 441 441 if( firingWeapon != NULL) 442 442 { 443 PRINTF(0)("!=NULL\n");444 443 if( firingWeapon->getCurrentState() == WS_SHOOTING) continue; 445 PRINTF(0)("FIRE\n");446 444 447 445 firingWeapon->requestAction(WA_SHOOT); … … 464 462 { 465 463 firingWeapon = this->currentSlotConfig[i]->getCurrentWeapon(); 466 if( firingWeapon != NULL) firingWeapon->requestAction(WA_NONE); 464 if( firingWeapon != NULL) 465 firingWeapon->requestAction(WA_NONE); 467 466 } 468 467
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