Changeset 10645 in orxonox.OLD for branches/vs-enhencements/src/world_entities
- Timestamp:
- May 2, 2007, 11:48:16 PM (18 years ago)
- Location:
- branches/vs-enhencements/src/world_entities
- Files:
-
- 10 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/vs-enhencements/src/world_entities/WorldEntities.am
r10641 r10645 49 49 world_entities/projectiles/spike.cc \ 50 50 world_entities/projectiles/acid_splash.cc \ 51 world_entities/projectiles/plasma_pulse.cc \ 51 52 \ 52 53 world_entities/projectiles/projectile_weapon.cc \ … … 202 203 projectiles/spike_ball.h \ 203 204 projectiles/acid_splash.h \ 204 \ 205 projectiles/plasma_pulse.h \ 206 \ 205 207 projectiles/projectile_weapon.h \ 206 208 projectiles/spike_ball.h \ -
branches/vs-enhencements/src/world_entities/effects/billboard.cc
r10635 r10645 125 125 if (this->angle > M_2_PI) 126 126 this->angle -= M_2_PI; 127 // curMagnitude = updatePulse(this->angle); 127 128 } 128 129 … … 159 160 float tmp = 1; 160 161 if (this->bPulse) 161 tmp += this->pulseMagnitude * updatePulse(this->angle);162 tmp += this->pulseMagnitude * sinf(this->angle); //updatePulse(this->angle); 162 163 163 164 v *= sizeX * tmp; -
branches/vs-enhencements/src/world_entities/effects/billboard.h
r10635 r10645 26 26 void colorTexture(const Color col); 27 27 28 //!< Pulsing Capability, changes size of the grid 28 29 inline void togglePluse () {this->bPulse = !bPulse; }; 29 30 inline void setPulse () { this->bPulse = true; }; … … 49 50 bool bPulse; 50 51 float pulseMagnitude; 52 float curMagnitude; 51 53 float angle; 52 54 float angularSpeed; -
branches/vs-enhencements/src/world_entities/projectiles/hbolt.cc
r10618 r10645 59 59 this->halo = new Billboard(); 60 60 this->halo->setSize(.65, .65); 61 this->halo->setTexture("hbolt_halo2. png");61 this->halo->setTexture("hbolt_halo2.jpg"); 62 62 this->halo->setVisibility(false); 63 63 … … 177 177 glPushAttrib(GL_ENABLE_BIT); 178 178 glDisable(GL_LIGHTING); 179 //glDisable(GL_FOG);179 glDisable(GL_FOG); 180 180 181 181 glMatrixMode(GL_MODELVIEW); … … 184 184 // float matrix[4][4]; 185 185 glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); 186 this->halo->draw(); 187 186 188 Vector tmpRot = this->getAbsDir().getSpacialAxis(); 187 189 glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); … … 189 191 // glMultMatrixf((float*)matrix); 190 192 this->getModel()->draw(); 191 this->halo->draw();192 193 193 194 glPopMatrix(); -
branches/vs-enhencements/src/world_entities/projectiles/lbolt.cc
r10635 r10645 62 62 this->halo = new Billboard(); 63 63 this->halo->setSize(.35, .35); 64 this->halo->setTexture("hbolt_halo. png");64 this->halo->setTexture("hbolt_halo.jpg"); 65 65 this->halo->setVisibility(false); 66 66 -
branches/vs-enhencements/src/world_entities/weapons/heavy_blaster.cc
r10644 r10645 98 98 // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); 99 99 100 this->loadModel("models/guns/frag_cannon .obj", .4);100 this->loadModel("models/guns/frag_cannon2.obj", .4); 101 101 102 102 -
branches/vs-enhencements/src/world_entities/weapons/light_blaster.cc
r10644 r10645 53 53 { 54 54 55 //for (int i = 0; i < this->getBarrels(); i++)56 //{57 ////delete [] this->shootAnim[i];58 //delete [] this->objComp[i];59 //}60 //delete [] this->emissionPoint;61 ////delete [] this->shootAnim;62 //delete [] this->objComp;55 for (int i = 0; i < this->getBarrels(); i++) 56 { 57 //delete [] this->shootAnim[i]; 58 delete [] this->objComp[i]; 59 } 60 delete [] this->emissionPoint; 61 //delete [] this->shootAnim; 62 delete [] this->objComp; 63 63 64 64 } -
branches/vs-enhencements/src/world_entities/weapons/rf_cannon.cc
r10644 r10645 52 52 RFCannon::~RFCannon() 53 53 { 54 //for (int i = 0; i < this->getBarrels(); i++)55 //delete [] this->objComp[i];54 for (int i = 0; i < this->getBarrels(); i++) 55 delete [] this->objComp[i]; 56 56 57 //delete [] this->emissionPoint;58 //delete [] this->objComp;57 delete [] this->emissionPoint; 58 delete [] this->objComp; 59 59 } 60 60 … … 67 67 { 68 68 69 this->loadModel("models/guns/rf_cannon.obj", 0. 3);69 this->loadModel("models/guns/rf_cannon.obj", 0.2); 70 70 71 71 … … 82 82 83 83 this->setCapability(WTYPE_ALLDIRS | WTYPE_DIRECTIONAL | WTYPE_LIGHT); 84 this->setProjectileTypeC(" LBolt");84 this->setProjectileTypeC("PlasmaPulse"); 85 85 this->prepareProjectiles(100); 86 86 … … 122 122 void RFCannon::fire() 123 123 { 124 for (int i = 0; i < this->getBarrels(); i++){124 // for (int i = 0; i < this->getBarrels(); i++){ 125 125 Projectile* pj = this->getProjectile(); 126 126 if (pj == NULL) … … 139 139 140 140 this->activeBarrel = (this->activeBarrel + 1) % this->getBarrels(); 141 }141 // } 142 142 } 143 143 -
branches/vs-enhencements/src/world_entities/weapons/weapon.cc
r10529 r10645 163 163 * needed, if there are more than one barrel or segments 164 164 */ 165 /* 165 166 void Weapon::init2() 166 167 { … … 182 183 this->shootAnim[i] = new Animation3D* [this->segs]; 183 184 } 184 } 185 }*/ 185 186 186 187 /** 187 188 * deconstructor for init2 188 189 */ 190 /* 189 191 void Weapon::deconstr() 190 192 { … … 198 200 delete this->emissionPoint; 199 201 delete this->shootAnim; 200 } 202 }*/ 201 203 202 204 /** -
branches/vs-enhencements/src/world_entities/weapons/weapon.h
r10516 r10645 181 181 inline void setSegs(int segs) { this->segs = segs; }; 182 182 183 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();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(); 187 187 void deconstr(); 188 188
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