- Timestamp:
- Oct 24, 2015, 10:51:18 PM (9 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
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code/branches/fabienHS15/src/orxonox/weaponsystem/WeaponMode.cc
r10650 r10688 75 75 this->muzzleOrientation_ = Quaternion::IDENTITY; 76 76 77 hudImageString_ = "WSHUD_WM_Unknown"; 78 77 79 if( GameMode::isMaster() ) 78 80 { … … 125 127 this->bSoundAttached_ = true; 126 128 } 127 129 130 // Fireing is only possible if this weapon mode is not reloading and there is enough munition 128 131 if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this)) 129 132 { … … 134 137 if (this->munition_->reload(this)) 135 138 { 139 // If true, the weapon reloads in parallel to the magazine reloading 136 140 if (this->bParallelReload_) 141 { 142 // The time needed to reload is the maximum of the reload time of the weapon mode and the magazine. 137 143 tempReloadtime = std::max(this->reloadTime_, this->munition_->getReloadTime()); 144 } 138 145 else 146 { 147 // The time needed to reload is the sum of the reload time of the weapon mode and the magazine. 139 148 tempReloadtime = this->reloadTime_ + this->munition_->getReloadTime(); 149 } 140 150 } 141 151 } 142 152 153 // Mark this weapon mode as reloading and start the reload timer 143 154 this->bReloading_ = true; 144 155 this->reloadTimer_.setInterval(tempReloadtime); … … 283 294 } 284 295 285 void WeaponMode::setDefaultSoundWithVolume(const std::string& soundPath, const float soundVolume){ 286 if (this->defSndWpnFire_) { 296 void WeaponMode::setDefaultSoundWithVolume(const std::string& soundPath, const float soundVolume) 297 { 298 if (this->defSndWpnFire_) 299 { 287 300 this->defSndWpnFire_->setSource(soundPath); 288 301 this->defSndWpnFire_->setVolume(soundVolume);
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