Changeset 10728 in orxonox.OLD for branches/presentation/src/world_entities/weapons
- Timestamp:
- Jun 20, 2007, 11:39:18 AM (18 years ago)
- Location:
- branches/presentation/src/world_entities/weapons
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/presentation/src/world_entities/weapons/disruptor.cc
r10722 r10728 125 125 126 126 127 this->shootAnim[0][0]->addKeyFrame(Vector(0.0, 0.0, 0.0) * this->getScaling(), Quaternion(), 0.0333, ANIM_LINEAR, ANIM_NULL); 128 this->shootAnim[0][0]->addKeyFrame(Vector(-0.5, 0.0, 0.0) * this->getScaling(), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); 127 129 this->shootAnim[0][0]->addKeyFrame(Vector(0.0, 0.0, 0.0) * this->getScaling(), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); 128 this->shootAnim[0][0]->addKeyFrame(Vector(-0.5, 0.0, 0.0) * this->getScaling(), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL);129 // this->shootAnim[0][0]->addKeyFrame(Vector(0.0, 0.0, 0.0) * this->getScaling(), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL);130 130 131 131 Animation3D* animation2 = this->getAnimation(WS_ACTIVATING, this); -
branches/presentation/src/world_entities/weapons/nadion_laser.cc
r10722 r10728 148 148 pj->setAbsCoor(this->getEmissionPoint()); 149 149 // pj->setAbsDir(Quaternion(this->getDefaultTarget()->getAbsCoor() - this->getAbsCoor(), Vector(0,0,0))); 150 // pj->setAbsDir(Quaternion(tmp.getNormalized(), this->getParent()->getAbsDir().apply(Vector(0,1,0)))); 151 150 152 pj->setAbsDir(this->getAbsDir()); 151 153 pj->activate(); -
branches/presentation/src/world_entities/weapons/rf_cannon.cc
r10722 r10728 142 142 pj->setAbsCoor(this->emissionPoint[this->activeBarrel]->getAbsCoor()); 143 143 // pj->setAbsDir(this->getAbsDir()); 144 // pj->setAbsDir(Quaternion(tmp.getNormalized(), this->getParent()->getAbsDir().apply(Vector(0,1,0)))); 144 145 145 146 pj->activate(); -
branches/presentation/src/world_entities/weapons/weapon_manager.h
r10721 r10728 55 55 void hideCrosshair(); 56 56 void setRotationSpeed(float speed); 57 // Crosshair* getCrosshair() {return this->crosshair; };58 57 59 // virtual void process(const Event &event);60 58 61 59 void setSlotCount(unsigned int slotCount); … … 63 61 // setting up the WeaponManager with the following functions 64 62 void setSlotPosition(int slot, const Vector& position, PNode* parent = NULL); 65 // inline void setSlotPosition(float slot, float x, float y,float z) {setSlotPosition((int)slot, Vector(x,y,z));};66 63 void setSlotDirection(int slot, const Quaternion& rotation); 67 64 /** @param slot the slot to get the relative position from @returns the relative position of the Carrier to the Slot */ … … 104 101 105 102 void fire(); 106 //! @TODO: implement this function (maybe also in Weapon itself)107 103 void releaseFire(); 108 //inline void setFire() { this->bFire = true; };109 104 110 105 void tick(float dt); … … 113 108 void debug() const; 114 109 115 // private: 110 116 111 int getNextFreeSlot(int configID, long capability = WTYPE_ALL); 117 112 CountPointer<AmmoContainer>& getAmmoContainer(const ClassID& projectileType);
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