Changeset 10724
- Timestamp:
- Oct 30, 2015, 7:51:49 PM (9 years ago)
- Location:
- code/branches/fabienHS15
- Files:
-
- 2 added
- 32 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/fabienHS15/data/levels/includes/pickups.oxi
r10692 r10724 249 249 inventoryRepresentation = "HugeShrink" 250 250 /> 251 252 <!-- Boost Pickup --> 253 254 <PickupRepresentation 255 name = "smallboostpickup" 256 pickupName = "Small Boost" 257 pickupDescription = "Restores the boost by a bit" 258 spawnerTemplate = "smallboostpickupRepresentation" 259 inventoryRepresentation = "SmallBoost" 260 /> 261 262 <PickupRepresentation 263 name = "mediumboostpickup" 264 pickupName = "Medium Boost" 265 pickupDescription = "Restores the boost" 266 spawnerTemplate = "mediumboostpickupRepresentation" 267 inventoryRepresentation = "MediumBoost" 268 /> 269 270 <PickupRepresentation 271 name = "hugeboostpickup" 272 pickupName = "Huge Boost" 273 pickupDescription = "Restores the boost considerably" 274 spawnerTemplate = "hugeboostpickupRepresentation" 275 inventoryRepresentation = "HugeBoost" 276 /> -
code/branches/fabienHS15/data/levels/includes/weaponSettingsCollateral.oxi
r9664 r10724 25 25 <Model mesh="hs-w01_reduced.mesh" roll="90" pitch="90" yaw="-90" position="-1.5, 1, -0.3" scale=0.6 /> <!-- MACHINE GUN --> 26 26 </attached> 27 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" />28 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" />29 <LightningGun mode=1 mu zzleoffset="0,0,0" damage=3.14159 shielddamage=20 />27 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" /> 28 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" /> 29 <LightningGun mode=1 munitionpershot=1 muzzleoffset="0,0,0" damage=3.14159 shielddamage=20 /> 30 30 </Weapon> 31 31 … … 36 36 <Model mesh="hs-w01_reduced.mesh" roll="90" pitch="90" yaw="-90" position="1.8, 1, -0.3" scale=0.6 /> <!-- MACHINE GUN --> 37 37 </attached> 38 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" />39 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" />38 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" /> 39 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" /> 40 40 <LightningGun mode=1 muzzleoffset="0,0,0" damage=23 /> 41 41 </Weapon> -
code/branches/fabienHS15/data/levels/includes/weaponSettingsEscort.oxi
r9763 r10724 14 14 </links> 15 15 <Weapon> 16 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=9.3 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" projectileMesh="LaserBeam2.mesh" />17 <!--HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" projectileMesh="LaserBeam2.mesh" /-->16 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=9.3 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" projectileMesh="LaserBeam2.mesh" /> 17 <!--HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" projectileMesh="LaserBeam2.mesh" /--> 18 18 </Weapon> 19 19 <Weapon> 20 <HsW01 mode=0 munitionpershot= 0delay=0 damage=9.3 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" projectileMesh="LaserBeam2.mesh" />21 <!--HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" projectileMesh="LaserBeam2.mesh" /-->20 <HsW01 mode=0 munitionpershot=1 delay=0 damage=9.3 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" projectileMesh="LaserBeam2.mesh" /> 21 <!--HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" projectileMesh="LaserBeam2.mesh" /--> 22 22 </Weapon> 23 23 </WeaponPack> -
code/branches/fabienHS15/data/levels/includes/weaponSettingsGhost.oxi
r8857 r10724 19 19 </links> 20 20 <Weapon> 21 <HsW01 mode=0 munitionpershot= 0healthdamage=3.14159 delay=0 material="Flares/point_lensflare" />22 <HsW01 mode=0 munitionpershot= 0healthdamage=3.14159 delay=0.125 material="Flares/point_lensflare" muzzleoffset=" 0.5,0.6,1.7" />21 <HsW01 mode=0 munitionpershot=1 healthdamage=3.14159 delay=0 material="Flares/point_lensflare" /> 22 <HsW01 mode=0 munitionpershot=1 healthdamage=3.14159 delay=0.125 material="Flares/point_lensflare" muzzleoffset=" 0.5,0.6,1.7" /> 23 23 <LightningGun mode=1 muzzleoffset="0,0,0" damage=30 shielddamage=10 /> 24 24 </Weapon> 25 25 <Weapon> 26 <HsW01 mode=0 munitionpershot= 0damage=3.14159 delay=0 material="Flares/point_lensflare" />27 <HsW01 mode=0 munitionpershot= 0damage=3.14159 delay=0.125 material="Flares/point_lensflare" muzzleoffset="-0.5,0.6,1.7" />26 <HsW01 mode=0 munitionpershot=1 damage=3.14159 delay=0 material="Flares/point_lensflare" /> 27 <HsW01 mode=0 munitionpershot=1 damage=3.14159 delay=0.125 material="Flares/point_lensflare" muzzleoffset="-0.5,0.6,1.7" /> 28 28 <LightningGun mode=1 muzzleoffset="0,0,0" damage=30 shielddamage=10 /> 29 29 </Weapon> 30 30 <Weapon> 31 <SimpleRocketFire mode=2 mu zzleoffset="0,0,0" damage=50 />31 <SimpleRocketFire mode=2 munitionpershot=1 muzzleoffset="0,0,0" damage=50 /> 32 32 </Weapon> 33 33 <Weapon> 34 <SimpleRocketFire mode=2 mu zzleoffset="0,0,0" damage=50 delay=0.1 />34 <SimpleRocketFire mode=2 munitionpershot=1 muzzleoffset="0,0,0" damage=50 delay=0.1 /> 35 35 </Weapon> 36 36 </WeaponPack> -
code/branches/fabienHS15/data/levels/includes/weaponSettingsH2.oxi
r7679 r10724 18 18 <Model mesh="hs-w01s.mesh" roll="180" position="0.1, 0.0, 0.0" scale=2 /> 19 19 </attached> 20 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=2.5 material="Flares/point_lensflare" muzzleoffset=" 0.8, 0.9,-4" />21 <HsW01 mode=0 munitionpershot= 0delay=0 damage=2.5 material="Flares/point_lensflare" muzzleoffset="-0.8, 0.9,-4" />20 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=2.5 material="Flares/point_lensflare" muzzleoffset=" 0.8, 0.9,-4" /> 21 <HsW01 mode=0 munitionpershot=1 delay=0 damage=2.5 material="Flares/point_lensflare" muzzleoffset="-0.8, 0.9,-4" /> 22 22 </Weapon> 23 23 <Weapon> … … 26 26 <Model mesh="hs-w01s.mesh" roll="180" position="-0.1, 0.0, 0.0" scale=2 /> 27 27 </attached> 28 <HsW01 mode=0 munitionpershot= 0delay=0 damage=2.5 material="Flares/point_lensflare" muzzleoffset=" 0.8, 0.9, -4.0" />29 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=2.5 material="Flares/point_lensflare" muzzleoffset="-0.8, 0.9, -4.0" />28 <HsW01 mode=0 munitionpershot=1 delay=0 damage=2.5 material="Flares/point_lensflare" muzzleoffset=" 0.8, 0.9, -4.0" /> 29 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=2.5 material="Flares/point_lensflare" muzzleoffset="-0.8, 0.9, -4.0" /> 30 30 </Weapon> 31 31 </WeaponPack> -
code/branches/fabienHS15/data/levels/includes/weaponSettingsHeartAttack.oxi
r10622 r10724 20 20 </links> 21 21 <Weapon> 22 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" -11.4, 0, -5" />23 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" -11.4, 0, -5" />24 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 11.4, 0, -5" />25 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 11.4, 0, -5" />22 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" -11.4, 0, -5" /> 23 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" -11.4, 0, -5" /> 24 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 11.4, 0, -5" /> 25 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 11.4, 0, -5" /> 26 26 </Weapon> 27 27 <Weapon> 28 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" -15, 1.6, -2" />29 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" -15, 1.6, -2" />30 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 15, 1.6, -2" />31 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 15, 1.6, -2" />28 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" -15, 1.6, -2" /> 29 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" -15, 1.6, -2" /> 30 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 15, 1.6, -2" /> 31 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 15, 1.6, -2" /> 32 32 </Weapon> 33 33 <Weapon> 34 <LaserFire mode=1 munitionpershot= 0muzzleoffset="2.2,6,16" damage=30 shielddamage=20 />35 <LaserFire mode=1 munitionpershot= 0muzzleoffset="-2.2,6,16" damage=30 shielddamage=20 />34 <LaserFire mode=1 munitionpershot=1 muzzleoffset="2.2,6,16" damage=30 shielddamage=20 /> 35 <LaserFire mode=1 munitionpershot=1 muzzleoffset="-2.2,6,16" damage=30 shielddamage=20 /> 36 36 <RocketFire mode=3 muzzleoffset="0,0,0" damage=30 healthdamage=50 shielddamage=20 /> 37 37 <GravityBombFire mode=2 muzzleoffset="0,0,0" damage=30 shielddamage=20 /> -
code/branches/fabienHS15/data/levels/includes/weaponSettingsHeavyCruiser.oxi
r9943 r10724 24 24 <Model mesh="hs-w01_reduced.mesh" roll="90" pitch="-76" yaw="-90" position="-1.5,1,0.3" scale=0.6 /> 25 25 </attached> 26 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" />27 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" />26 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" /> 27 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" /> 28 28 <LightningGun mode=1 muzzleoffset="0,0,0" damage=3.14159 shielddamage=20 /> 29 29 </Weapon> … … 34 34 <Model mesh="hs-w01_reduced.mesh" roll="90" pitch="-76" yaw="-90" position="-1.5,1,-10.3" scale=0.6 /> 35 35 </attached> 36 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" />37 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" />36 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" /> 37 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" /> 38 38 <LightningGun mode=1 muzzleoffset="0,0,0" damage=23 /> 39 39 </Weapon> -
code/branches/fabienHS15/data/levels/includes/weaponSettingsHeavyCruiserBody.oxi
r9943 r10724 21 21 <attached> 22 22 </attached> 23 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" />24 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" />23 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" /> 24 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" /> 25 25 <LightningGun mode=1 muzzleoffset="0,0,0" damage=3.14159 shielddamage=20 /> 26 26 </Weapon> … … 28 28 <attached> 29 29 </attached> 30 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" />31 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" />30 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" /> 31 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" /> 32 32 <LightningGun mode=1 muzzleoffset="0,0,0" damage=23 /> 33 33 </Weapon> -
code/branches/fabienHS15/data/levels/includes/weaponSettingsPirate.oxi
r7679 r10724 14 14 </links> 15 15 <Weapon> 16 <HsW01 mode=0 munitionpershot= 0delay=0 damage=2.5 material="Flares/point_lensflare" />17 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=2.5 material="Flares/point_lensflare" muzzleoffset=" 0.5,0.6,1.7" />16 <HsW01 mode=0 munitionpershot=1 delay=0 damage=2.5 material="Flares/point_lensflare" /> 17 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=2.5 material="Flares/point_lensflare" muzzleoffset=" 0.5,0.6,1.7" /> 18 18 </Weapon> 19 19 <Weapon> 20 <HsW01 mode=0 munitionpershot= 0delay=0 damage=2.5 material="Flares/point_lensflare" />21 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=2.5 material="Flares/point_lensflare" muzzleoffset="-0.5,0.6,1.7" />20 <HsW01 mode=0 munitionpershot=1 delay=0 damage=2.5 material="Flares/point_lensflare" /> 21 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=2.5 material="Flares/point_lensflare" muzzleoffset="-0.5,0.6,1.7" /> 22 22 </Weapon> 23 23 </WeaponPack> -
code/branches/fabienHS15/data/levels/includes/weaponSettingsRing.oxi
r10721 r10724 7 7 <WeaponSet firemode=0 /> 8 8 <WeaponSet firemode=1 /> 9 <WeaponSet firemode=2 /> 9 10 </weaponsets> 10 11 <weapons> … … 13 14 <DefaultWeaponmodeLink firemode=0 weaponmode=0 /> 14 15 <DefaultWeaponmodeLink firemode=1 weaponmode=1 /> 16 <DefaultWeaponmodeLink firemode=2 weaponmode=2 /> 15 17 </links> 16 18 <Weapon> 17 <IceGun mode=0 munitionpershot=1 delay=0.125 damage=9.3 muzzleoffset="11,0,-3" freezefactor=0.5 freezetime=2.0 /> 19 <LaserFire mode=0 munitionpershot=1 damage=10 shielddamage=5 /> 20 <IceGun mode=1 munitionpershot=1 delay=0.125 damage=9.3 muzzleoffset="11,0,-3" freezefactor=0.5 freezetime=2.0 /> 18 21 </Weapon> 19 22 <Weapon> 20 <IceGun mode=0 munitionpershot=1 delay=0.125 damage=9.3 muzzleoffset=" -11,0,-3" freezefactor=0.5 freezetime=2.0 /> 23 <LaserFire mode=0 munitionpershot=1 damage=10 shielddamage=5 /> 24 <IceGun mode=1 munitionpershot=1 delay=0.125 damage=9.3 muzzleoffset=" -11,0,-3" freezefactor=0.5 freezetime=2.0 /> 21 25 </Weapon> 22 26 <Weapon> 23 <GravityBombFire mode= 1munitionpershot=1 delay=0.125 damage=3 muzzleoffset="0,0,-7"/>27 <GravityBombFire mode=2 munitionpershot=1 delay=0.125 damage=3 muzzleoffset="0,0,-7"/> 24 28 </Weapon> 25 29 </WeaponPack> -
code/branches/fabienHS15/data/levels/includes/weaponSettingsSpacecruiser.oxi
r9348 r10724 28 28 <Model mesh="hs-w01_reduced.mesh" roll="90" pitch="-76" yaw="-90" position="-1.5,1,0.3" scale=0.6 /> 29 29 </attached> 30 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" />31 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" />30 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" /> 31 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" /> 32 32 <LightningGun mode=1 muzzleoffset="0,0,0" damage=3.14159 shielddamage=20 /> 33 33 </Weapon> … … 38 38 <Model mesh="hs-w01_reduced.mesh" roll="90" pitch="-104" yaw="-90" position="0,1.3,0.3" scale=0.6 /> 39 39 </attached> 40 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" />41 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" />40 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" /> 41 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" /> 42 42 <LightningGun mode=1 muzzleoffset="0,0,0" damage=23 /> 43 43 </Weapon> … … 52 52 <Model mesh="hs-w01_reduced.mesh" roll="90" pitch="-76" yaw="-90" position="-1.5,1,0.3" scale=0.6 /> 53 53 </attached> 54 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" />55 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" />54 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" /> 55 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" /> 56 56 <LightningGun mode=1 muzzleoffset="0,0,0" damage=3.14159 shielddamage=20 /> 57 57 </Weapon> … … 62 62 <Model mesh="hs-w01_reduced.mesh" roll="90" pitch="-104" yaw="-90" position="0,1.3,0.3" scale=0.6 /> 63 63 </attached> 64 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" />65 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" />64 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" /> 65 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" /> 66 66 <LightningGun mode=1 muzzleoffset="0,0,0" damage=23 /> 67 67 </Weapon> … … 72 72 <Model mesh="hs-w01_reduced.mesh" roll="90" pitch="-76" yaw="-90" position="-1.5,1,0.3" scale=0.6 /> 73 73 </attached> 74 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" />75 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" />74 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" /> 75 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" /> 76 76 <LightningGun mode=1 muzzleoffset="0,0,0" damage=3.14159 shielddamage=20 /> 77 77 </Weapon> … … 82 82 <Model mesh="hs-w01_reduced.mesh" roll="90" pitch="-104" yaw="-90" position="0,1.3,0.3" scale=0.6 /> 83 83 </attached> 84 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" />85 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" />84 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" /> 85 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" /> 86 86 <LightningGun mode=1 muzzleoffset="0,0,0" damage=23 /> 87 87 </Weapon> -
code/branches/fabienHS15/data/levels/includes/weaponSettingsSwallow.oxi
r10688 r10724 16 16 <Weapon> 17 17 <SplitGun mode=0 munitionpershot=1 damage=6.0 muzzleoffset="0.5,0.6,1.7" splittime=0.2 numberofsplits=2 numberofchilds=3 spread=0.1 damagereduction=2.0 /> 18 <LaserFire mode=1 munitionpershot= 0damage=10.0 muzzleoffset="0.5,0.6,1.7" />18 <LaserFire mode=1 munitionpershot=1 damage=10.0 muzzleoffset="0.5,0.6,1.7" /> 19 19 </Weapon> 20 20 <Weapon> 21 21 <SplitGun mode=0 munitionpershot=1 damage=6.0 muzzleoffset="-0.5,0.6,1.7" splittime=0.2 numberofsplits=2 numberofchilds=3 spread=0.1 damagereduction=2.0 /> 22 <LaserFire mode=1 munitionpershot= 0damage=10.0 muzzleoffset="-0.5,0.6,1.7" />22 <LaserFire mode=1 munitionpershot=1 damage=10.0 muzzleoffset="-0.5,0.6,1.7" /> 23 23 </Weapon> 24 24 </WeaponPack> -
code/branches/fabienHS15/data/levels/includes/weaponSettingsTransporter.oxi
r8891 r10724 14 14 </links> 15 15 <Weapon> 16 <HsW01 mode=0 munitionpershot= 0delay=0.1 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" />17 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" />16 <HsW01 mode=0 munitionpershot=1 delay=0.1 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" /> 17 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" /> 18 18 <LightningGun mode=1 muzzleoffset="0,0,0" damage=3.14159 shielddamage=20 /> 19 19 </Weapon> 20 20 <Weapon> 21 <HsW01 mode=0 munitionpershot= 0delay=0.1 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" />22 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" />21 <HsW01 mode=0 munitionpershot=1 delay=0.1 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" /> 22 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" /> 23 23 <LightningGun mode=1 muzzleoffset="0,0,0" damage=3.14159 shielddamage=20 /> 24 24 </Weapon> -
code/branches/fabienHS15/data/levels/includes/weaponSettingsbigship.oxi
r9664 r10724 21 21 <attached> 22 22 </attached> 23 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" />24 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" />23 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" /> 24 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" /> 25 25 <LightningGun mode=1 muzzleoffset="0,0,0" damage=3.14159 shielddamage=20 /> 26 26 </Weapon> … … 29 29 30 30 </attached> 31 <HsW01 mode=0 munitionpershot= 0delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" />32 <HsW01 mode=0 munitionpershot= 0delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" />31 <HsW01 mode=0 munitionpershot=1 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" /> 32 <HsW01 mode=0 munitionpershot=1 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" /> 33 33 <LightningGun mode=1 muzzleoffset="0,0,0" damage=23 /> 34 34 </Weapon> -
code/branches/fabienHS15/data/levels/pickups.oxw
r10692 r10724 36 36 <SpawnPoint position="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff /> 37 37 38 <!-- Boost pickup --> 39 40 <PickupSpawner pickup=smallboostpickup position="-25,-125,-125" triggerDistance="10" respawnTime="30" maxSpawnedItems="10" /> 41 <PickupSpawner pickup=mediumboostpickup position="0,-125,-125" triggerDistance="10" respawnTime="30" maxSpawnedItems="10" /> 42 <PickupSpawner pickup=hugeboostpickup position="25,-125,-125" triggerDistance="10" respawnTime="30" maxSpawnedItems="10" /> 43 38 44 <!-- DamageBoost pickup --> 39 45 40 46 <PickupSpawner pickup=smalldamageboostpickup position="-25,-100,-125" triggerDistance="10" respawnTime="30" maxSpawnedItems="10" /> 41 47 <PickupSpawner pickup=mediumdamageboostpickup position="0,-100,-125" triggerDistance="10" respawnTime="30" maxSpawnedItems="10" /> 42 <PickupSpawner pickup=hugedamageboostpickup position="25,-100,-125" triggerDistance="10" respawnTime="30" maxSpawnedItems="10" /> 48 <PickupSpawner pickup=hugedamageboostpickup position="25,-100,-125" triggerDistance="10" respawnTime="30" maxSpawnedItems="10" /> 43 49 44 50 <!-- Munition pickups --> -
code/branches/fabienHS15/data/levels/templates/pickupRepresentationTemplates.oxt
r10721 r10724 1 <!-- Boost pickups: --> 2 3 <Template name=smallboostpickupRepresentation> 4 <PickupRepresentation> 5 <spawner-representation> 6 <StaticEntity> 7 <attached> 8 <Billboard position="0,0,0" colour="0.0,1.0,0.8" material="Sphere2" scale=0.1> 9 <attached> 10 <Billboard position="0,0,0" colour="0.0,1.0,0.8" material="Flash" scale=0.3 /> 11 </attached> 12 </Billboard> 13 </attached> 14 </StaticEntity> 15 </spawner-representation> 16 </PickupRepresentation> 17 </Template> 18 19 <Template name=smallboostpickup baseclass=BoostPickup> 20 <BoostPickup 21 representation = "smallboostpickup" 22 boostrefill = 0.5 23 activationType = "immediate" 24 durationType = "once" 25 /> 26 </Template> 27 28 <Template name=mediumboostpickupRepresentation> 29 <PickupRepresentation> 30 <spawner-representation> 31 <StaticEntity> 32 <attached> 33 <Billboard position="0,0,0" colour="0.0,1.0,0.8" material="Sphere2" scale=0.1> 34 <attached> 35 <Billboard position="0,0,0" colour="0.0,1.0,0.8" material="Flash" scale=0.5 /> 36 </attached> 37 </Billboard> 38 </attached> 39 </StaticEntity> 40 </spawner-representation> 41 </PickupRepresentation> 42 </Template> 43 44 <Template name=mediumboostpickup baseclass=BoostPickup> 45 <BoostPickup 46 representation = "mediumboostpickup" 47 boostrefill = 0.75 48 activationType = "immediate" 49 durationType = "once" 50 /> 51 </Template> 52 53 <Template name=hugeboostpickupRepresentation> 54 <PickupRepresentation> 55 <spawner-representation> 56 <StaticEntity> 57 <attached> 58 <Billboard position="0,0,0" colour="0.0,1.0,0.8" material="Sphere2" scale=0.1> 59 <attached> 60 <Billboard position="0,0,0" colour="0.0,1.0,0.8" material="Flash" scale=0.7 /> 61 </attached> 62 </Billboard> 63 </attached> 64 </StaticEntity> 65 </spawner-representation> 66 </PickupRepresentation> 67 </Template> 68 69 <Template name=hugeboostpickup baseclass=BoostPickup> 70 <BoostPickup 71 representation = "hugeboostpickup" 72 boostrefill = 1.0 73 activationType = "immediate" 74 durationType = "once" 75 /> 76 </Template> 77 1 78 <!-- Shield pickups: --> 2 79 -
code/branches/fabienHS15/data/overlays/HUDTemplates3.oxo
r10721 r10724 134 134 pickpoint = "0, 0" 135 135 visible = "true" 136 weaponModeHUDSize = "0. 12, 0.04"136 weaponModeHUDSize = "0.09, 0.03" 137 137 /> 138 138 -
code/branches/fabienHS15/src/modules/overlays/hud/HUDWeapon.cc
r10721 r10724 29 29 #include "HUDWeapon.h" 30 30 31 #include <OgreOverlayManager.h>32 #include <OgrePanelOverlayElement.h>33 34 31 #include "core/CoreIncludes.h" 35 32 #include "core/XMLPort.h" 36 #include "tools/TextureGenerator.h"37 33 #include "util/Convert.h" 38 34 #include "core/class/Super.h" … … 186 182 (*it)->setWeaponIndex(this->weaponIndex_); 187 183 (*it)->setWeaponModeHUDActualSize(this->weaponModeHUDActualSize_); 188 (*it)->positionHUDChilds();189 184 190 185 ++ positionIndex; -
code/branches/fabienHS15/src/modules/overlays/hud/HUDWeapon.h
r10721 r10724 37 37 38 38 #include <OgreOverlayManager.h> 39 #include <OgreMaterialManager.h>40 #include <OgreTechnique.h>41 #include <OgrePass.h>42 39 #include <OgrePanelOverlayElement.h> 43 40 44 41 #include "overlays/OrxonoxOverlay.h" 45 #include "overlays/OverlayText.h"46 42 #include "tools/interfaces/Tickable.h" 47 43 #include "worldentities/pawns/Pawn.h" … … 79 75 { weaponIndex_ = index; 80 76 this->updatePosition(); 81 } 82 83 virtual void positionHUDChilds(); 77 } 84 78 85 79 private: 86 80 virtual void createHUDChilds(); 87 81 virtual void positionHUDChilds(); 88 82 virtual void destroyHUDChilds(); 89 83 virtual void updateWeaponModeList(); -
code/branches/fabienHS15/src/modules/overlays/hud/HUDWeaponMode.cc
r10721 r10724 21 21 * 22 22 * Author: 23 * Yuning Chai 24 * Felix Schulthess 23 * Fabien Vultier 25 24 * Co-authors: 26 * Reto Grieder 27 * Wolfgang Roenninger 25 * ... 28 26 * 29 27 */ 30 28 31 29 #include "HUDWeaponMode.h" 32 33 #include <OgreOverlayManager.h>34 #include <OgrePanelOverlayElement.h>35 30 36 31 #include "core/CoreIncludes.h" 37 32 #include "core/XMLPort.h" 38 #include "tools/TextureGenerator.h"39 #include "weaponsystem/WeaponMode.h"40 #include "weaponsystem/Munition.h"41 33 #include "util/Convert.h" 34 #include "core/class/Super.h" 42 35 43 36 namespace orxonox … … 87 80 textOverlayLeft_->setColour(ColourValue(0.21,0.70,0.21,1.0)); 88 81 textOverlayLeft_->setAspectCorrection(false); 82 textOverlayLeft_->setZOrder(600); 89 83 90 84 this->textOverlayRight_ = new OverlayText(this->getContext()); … … 97 91 textOverlayRight_->setColour(ColourValue(0.21,0.70,0.21,1.0)); 98 92 textOverlayRight_->setAspectCorrection(false); 93 textOverlayRight_->setZOrder(600); 99 94 100 95 materialNameState_ = "Orxonox/WSHUD_Reloading"; … … 137 132 if (munition != NULL) 138 133 { 139 bool useSeparateMagazines = munition->getUseSeparateMagazines(); 140 bool stackMunition = munition->getStackMunition(); 141 142 if (!useSeparateMagazines && !stackMunition) 134 MunitionDeployment::Value deployment = munition->getMunitionDeployment(); 135 136 if (deployment == MunitionDeployment::Share) 143 137 { 144 138 this->textOverlayLeft_->setCaption(multi_cast<std::string>(munition->getNumMunitionInCurrentMagazine(weaponMode_))); 145 139 this->textOverlayRight_->setCaption(multi_cast<std::string>(munition->getNumMagazines())); 146 140 } 147 else if ( !useSeparateMagazines && stackMunition)141 else if (deployment == MunitionDeployment::Stack) 148 142 { 149 143 this->textOverlayLeft_->setCaption(multi_cast<std::string>(munition->getNumMunition(weaponMode_))); 150 144 this->textOverlayRight_->setCaption(""); 151 145 } 152 else if ( useSeparateMagazines && !stackMunition)146 else if (deployment == MunitionDeployment::Separate) 153 147 { 154 148 this->textOverlayLeft_->setCaption(multi_cast<std::string>(munition->getNumMunitionInCurrentMagazine(weaponMode_))); … … 245 239 if (munition != NULL) 246 240 { 247 bool useSeparateMagazines = munition->getUseSeparateMagazines(); 248 bool stackMunition = munition->getStackMunition(); 249 250 if (!useSeparateMagazines && !stackMunition) 241 MunitionDeployment::Value deployment = munition->getMunitionDeployment(); 242 243 if (deployment == MunitionDeployment::Share) 251 244 { 252 245 overlayElementMunition_->setMaterialName("Orxonox/WSHUD_MunitionShare"); 253 246 } 254 else if ( !useSeparateMagazines && stackMunition)247 else if (deployment == MunitionDeployment::Stack) 255 248 { 256 249 overlayElementMunition_->setMaterialName("Orxonox/WSHUD_MunitionStack"); 257 250 } 258 else if ( useSeparateMagazines && !stackMunition)251 else if (deployment == MunitionDeployment::Separate) 259 252 { 260 253 overlayElementMunition_->setMaterialName("Orxonox/WSHUD_MunitionSeparate"); -
code/branches/fabienHS15/src/modules/overlays/hud/HUDWeaponMode.h
r10721 r10724 38 38 39 39 #include <OgreOverlayManager.h> 40 #include <OgreMaterialManager.h>41 #include <OgreTechnique.h>42 #include <OgrePass.h>43 40 #include <OgrePanelOverlayElement.h> 44 41 … … 49 46 #include "overlays/OverlayGroup.h" 50 47 #include "weaponsystem/ReplenishingMunition.h" 48 #include "weaponsystem/WeaponMode.h" 49 #include "weaponsystem/Munition.h" 51 50 52 51 namespace orxonox … … 84 83 } 85 84 86 virtual void positionHUDChilds();87 88 85 private: 89 86 virtual void updateSize(); 90 87 virtual void updatePosition(); 88 virtual void positionHUDChilds(); 91 89 92 90 WeakPtr<Pawn> owner_; -
code/branches/fabienHS15/src/modules/overlays/hud/HUDWeaponSystem.cc
r10721 r10724 21 21 * 22 22 * Author: 23 * Yuning Chai 24 * Felix Schulthess 23 * Fabien Vultier 25 24 * Co-authors: 26 * Reto Grieder 27 * Wolfgang Roenninger 25 * ... 28 26 * 29 27 */ … … 31 29 #include "HUDWeaponSystem.h" 32 30 33 #include <OgreOverlayManager.h>34 #include <OgrePanelOverlayElement.h>35 36 31 #include "core/CoreIncludes.h" 37 32 #include "core/XMLPort.h" 38 #include "tools/TextureGenerator.h"39 33 #include "weaponsystem/WeaponSystem.h" 40 34 #include "weaponsystem/WeaponPack.h" … … 73 67 } 74 68 75 void HUDWeaponSystem::tick(float dt)76 {77 SUPER(HUDWeaponSystem, tick, dt);78 79 if (this->owner_)80 {81 82 }83 }84 85 69 void HUDWeaponSystem::positionChanged() 86 70 { … … 111 95 { 112 96 SUPER(HUDWeaponSystem, changedOverlayGroup); 113 114 //this->getOverlayGroup()->addElement(this->textOverlay_.get());115 97 } 116 98 … … 118 100 { 119 101 SUPER(HUDWeaponSystem, changedVisibility); 120 121 //this->textOverlay_->setVisible(this->isVisible());122 102 } 123 103 … … 125 105 { 126 106 SUPER(HUDWeaponSystem, changedName); 127 128 //this->textOverlay_->setName(this->getName() + "text");129 107 } 130 108 … … 178 156 { 179 157 int positionIndex = 0; 180 //this->setSize(weaponModeHUDSize_);181 // this->weaponModeHUDActualSize_ = this->getActualSize();182 158 183 159 for (std::vector<WeakPtr<HUDWeapon> >::iterator it = hudWeapons_.begin(); it != hudWeapons_.end(); ++it) … … 185 161 (*it)->setWeaponIndex(positionIndex); 186 162 (*it)->setWeaponModeHUDActualSize(this->weaponModeHUDActualSize_); 187 (*it)->positionHUDChilds();188 163 189 164 ++ positionIndex; -
code/branches/fabienHS15/src/modules/overlays/hud/HUDWeaponSystem.h
r10721 r10724 36 36 #include <string> 37 37 38 #include <OgreOverlayManager.h>39 #include <OgreMaterialManager.h>40 #include <OgreTechnique.h>41 #include <OgrePass.h>42 #include <OgrePanelOverlayElement.h>43 44 38 #include "overlays/OrxonoxOverlay.h" 45 #include "overlays/OverlayText.h"46 #include "tools/interfaces/Tickable.h"47 39 #include "worldentities/pawns/Pawn.h" 48 40 #include "overlays/OverlayGroup.h" … … 51 43 namespace orxonox 52 44 { 53 class _OverlaysExport HUDWeaponSystem : public OrxonoxOverlay , public Tickable45 class _OverlaysExport HUDWeaponSystem : public OrxonoxOverlay 54 46 { 55 47 public: … … 58 50 59 51 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); 60 virtual void tick(float dt);61 52 virtual void changedOwner(); 62 53 virtual void changedOverlayGroup(); -
code/branches/fabienHS15/src/modules/pickup/items/CMakeLists.txt
r10715 r10724 8 8 ShrinkPickup.cc 9 9 DamageBoostPickup.cc 10 BoostPickup.cc 10 11 MunitionPickup.cc 11 12 MunitionContainer.cc -
code/branches/fabienHS15/src/modules/pickup/items/MunitionPickup.cc
r10721 r10724 111 111 this->Pickupable::destroy(); 112 112 113 114 113 // If the pickup has transited to used. 115 114 if(this->isUsed()) -
code/branches/fabienHS15/src/modules/weapons/munitions/LaserMunition.cc
r10713 r10724 43 43 RegisterObject(LaserMunition); 44 44 45 this->maxMunitionPerMagazine_ = 10;45 this->maxMunitionPerMagazine_ = 20; 46 46 this->maxMagazines_ = 10; 47 47 this->magazines_ = 10; … … 55 55 this->replenishMunitionAmount_ = 1; 56 56 57 this->reloadTime_ = 0. 8f;57 this->reloadTime_ = 0.5f; 58 58 } 59 59 } -
code/branches/fabienHS15/src/orxonox/overlays/OrxonoxOverlay.cc
r10624 r10724 450 450 tempTx->setColourOperationEx(Ogre::LBX_MODULATE, Ogre::LBS_MANUAL, Ogre::LBS_CURRENT, colour); 451 451 } 452 453 void OrxonoxOverlay::setZOrder(unsigned short order) 454 { 455 if (this->overlay_) 456 { 457 this->overlay_->setZOrder(order); 458 } 459 } 452 460 } -
code/branches/fabienHS15/src/orxonox/overlays/OrxonoxOverlay.h
r10721 r10724 186 186 virtual void changedOverlayGroup() 187 187 { this->changedVisibility(); } 188 virtual void setZOrder(unsigned short order); 188 189 189 190 protected: -
code/branches/fabienHS15/src/orxonox/weaponsystem/Munition.cc
r10721 r10724 351 351 352 352 // If there was no change in a loop, all magazines are full (or locked due to loading) 353 // Because the first loop does not sta t at the beginning of the map we have to treat is separately353 // Because the first loop does not start at the beginning of the map we have to treat is separately 354 354 if (!change && !firstLoop) 355 355 { -
code/branches/fabienHS15/src/orxonox/weaponsystem/Munition.h
r10713 r10724 78 78 inline unsigned int getMaxMunitionPerMagazine() const 79 79 { return this->maxMunitionPerMagazine_; } 80 inline bool getUseSeparateMagazines() const 81 { return deployment_ == MunitionDeployment::Separate; } 82 inline bool getStackMunition() const 83 { return deployment_ == MunitionDeployment::Stack; } 80 inline MunitionDeployment::Value getMunitionDeployment() const 81 { return deployment_; } 82 84 83 85 84 bool canTakeMunition(unsigned int amount, WeaponMode* user) const; -
code/branches/fabienHS15/src/orxonox/worldentities/pawns/SpaceShip.cc
r10216 r10724 297 297 } 298 298 } 299 300 void SpaceShip::gainBoostPower(float gainedBoostPower) 301 { 302 this->boostPower_ += gainedBoostPower; 303 304 if (this->boostPower_ > this->initialBoostPower_) 305 { 306 this->boostPower_ = this->initialBoostPower_; 307 } 308 309 // If the booster is in cooldown mode and we gained boost power, the abort the cooldown. 310 if (this->isBoostCoolingDown() && this->boostPower_ > 0.0f) 311 { 312 timer_.stopTimer(); 313 this->boostCooledDown(); 314 } 315 } 316 299 317 /** 300 318 @brief -
code/branches/fabienHS15/src/orxonox/worldentities/pawns/SpaceShip.h
r10437 r10724 250 250 inline float getShakeAmplitude() const 251 251 { return this->shakeAmplitude_; } 252 /** 253 @brief Add boost power. Is non-negative. 254 @return Returns the current boost power. 255 */ 256 void gainBoostPower(float gainedBoostPower); 252 257 253 258 protected:
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