Changeset 10715 in orxonox.OLD for branches/presentation/src/world_entities/space_ships
- Timestamp:
- Jun 18, 2007, 3:52:34 PM (18 years ago)
- Location:
- branches/presentation/src/world_entities/space_ships
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/presentation/src/world_entities/space_ships/space_ship.cc
r10714 r10715 204 204 this->secWeaponMan.addWeaponToSlot(0, 2, "SwarmLauncher"); 205 205 206 this->mouseSensitivity = 4; 206 207 207 208 this->weaponMan.changeWeaponConfig(0); … … 343 344 LoadParam(root, "loadWeapon", this, SpaceShip, loadWeapon) 344 345 .describe("set weapon regeneration"); 346 347 LoadParam(root, "mouseSenitivity", this, SpaceShip, setMouseSensitivity); 345 348 346 349 /* … … 573 576 else if( event.type == KeyMapper::PEV_FIRE2) 574 577 this->bSecFire = event.bPressed; 575 else if( event.type == KeyMapper::PEV_FIRE1){ 576 printf("fireing primary"); 578 else if( event.type == KeyMapper::PEV_FIRE1) 577 579 this->bFire = event.bPressed; 578 }579 580 else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) 580 581 { … … 591 592 this->yMouse += event.yRel; 592 593 // printf("Mouse Coord: %f, %f\n", this->xMouse, this->yMouse); 593 this->weaponMan.getFixedTarget()->setRelCoor(10000, 4*xMouse, 4*yMouse); 594 this->weaponMan.getFixedTarget()->setRelCoor(10000, -10 * this->mouseSensitivity * yMouse, 10 * this->mouseSensitivity * xMouse); 595 this->secWeaponMan.getFixedTarget()->setRelCoor(10000, -10 * this->mouseSensitivity * yMouse, 10 * this->mouseSensitivity * xMouse); 594 596 } 595 597 else if (!(State::getCamera()->getEventHandling())) -
branches/presentation/src/world_entities/space_ships/space_ship.h
r10714 r10715 97 97 virtual void hit(float damage, WorldEntity* killer); 98 98 99 void setCameraDistance(float dist); 99 void setCameraDistance(float dist); 100 101 void setMouseSensitivity(float sens) { this->mouseSensitivity = sens;}; 100 102 101 103 private: … … 105 107 106 108 // void regen(float time); //!< handler for shield and electronic regeneration 107 109 // moove to WE 108 110 void weaponRegen(float time); //!< weapon energy regeneration 109 111 … … 112 114 // void updateElectronicWidget(); 113 115 // void updateShieldWidget(); 114 116 // moved to WE 115 117 //WeaponManager weaponMan; //!< the primary weapon manager: managing a list of energy weapons to wepaon-slot mapping 116 118 WeaponManager secWeaponMan; //!< the secondary weapon manager: managing a list of special weapons to weapon-slot mapping … … 118 120 Playable::Playmode playmode; //!< The current playmode. 119 121 120 //ship atributes 122 //ship atributes, all moved to WE 121 123 // float shieldCur; //!< current shield 122 124 // float shieldMax; //!< maximum shield
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