Changeset 10772 in orxonox.OLD for branches/presentation/src/world_entities/weapons
- Timestamp:
- Jul 2, 2007, 3:57:53 PM (17 years ago)
- Location:
- branches/presentation/src/world_entities/weapons
- Files:
-
- 6 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/presentation/src/world_entities/weapons/disruptor.cc
r10771 r10772 92 92 this->setEmissionPoint(Vector(1.672, 0.0, 0.0) * this->getScaling()); 93 93 94 this->getShootAnim(0, 0)->addKeyFrame(Vector(0.0, 0.0, 0.0) * this->getScaling(), Quaternion(), 0. 1, ANIM_LINEAR, ANIM_NULL);95 this->getShootAnim(0, 0)->addKeyFrame(Vector(-0.5, 0.0, 0.0) * this->getScaling(), Quaternion(), 0. 2, ANIM_LINEAR, ANIM_NULL);94 this->getShootAnim(0, 0)->addKeyFrame(Vector(0.0, 0.0, 0.0) * this->getScaling(), Quaternion(), 0.033, ANIM_LINEAR, ANIM_NULL); 95 this->getShootAnim(0, 0)->addKeyFrame(Vector(-0.5, 0.0, 0.0) * this->getScaling(), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); 96 96 // this->shootAnim[0][0]->addKeyFrame(Vector(0.0, 0.0, 0.0) * this->getScaling(), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); 97 97 -
branches/presentation/src/world_entities/weapons/light_blaster.cc
r10771 r10772 84 84 85 85 this->setBarrels(3); 86 this->setSegs(1); //could be left out86 // this->setSegs(1); //could be left out 87 87 88 88 this->setEmissionPoint(Vector(2.2, 0.0, 0.1), 0); -
branches/presentation/src/world_entities/weapons/nadion_laser.cc
r10771 r10772 86 86 87 87 88 this->setBarrels(1); // could be left out89 this->setSegs(1); // could be left out88 // this->setBarrels(1); // could be left out 89 // this->setSegs(1); // could be left out 90 90 91 91 this->setEmissionPoint(Vector(1.680, 0.0, 0.0) * this->getScaling()); -
branches/presentation/src/world_entities/weapons/rf_cannon.cc
r10771 r10772 85 85 86 86 this->setBarrels(4); 87 this->setSegs(1);87 // this->setSegs(1); 88 88 this->setActiveBarrel(rand() % 4); 89 89 -
branches/presentation/src/world_entities/weapons/weapon.cc
r10771 r10772 12 12 ### File Specific 13 13 main-programmer: Patrick Boenzli 14 co-programmer: Benjamin Grauer 14 co-programmer: Benjamin Grauer, Nicolas Schlumberger 15 15 16 16 2005-07-15: Benjamin Grauer: restructurating the entire Class … … 63 63 delete this->soundSource; 64 64 65 //!< PNode must not be deleted, gc takes care of. 65 66 // for (int i = 0; i < MAX_BARRELS; i++) 66 67 // { … … 132 133 133 134 this->barrels = 1; // just to have an initial value 134 this->segs = 1;135 this->activeBarrel = 0; 135 this->segs = 0; // by default there are no movable parts 136 this->activeBarrel = 0; //array wize, 0 means first barrel 136 137 137 138 this->preferedSide = -1; … … 163 164 this->maxCharge = 1.0; //< The maximum charge is also one unit. 164 165 165 this->energy = 10.0; 166 this->energy = 10.0; //< The secondary Buffer (before we have to reload) 166 167 this->energyMax = 10.0; //< How much energy can be carried 167 168 this->capability = WTYPE_ALL; //< The Weapon has all capabilities @see W_Capability. 168 169 169 170 this->energyWidget = NULL; 170 isEnergyWidgetInitialized = false; 171 isEnergyWidgetInitialized = false; // FIXME, needs to be cleaned 171 172 172 173 // set this object to be synchronized over network -
branches/presentation/src/world_entities/weapons/weapon.h
r10771 r10772 193 193 194 194 Animation3D* getShootAnim(int barrel, int seg) { return this->shootAnim[barrel][seg]; }; 195 // void setShootAnim(int barrel, int seg, PNode* component) { this->shootAnim[barrel][seg] = this->getAnimation(barrel, seg, component); };196 197 // void init2();198 // void deconstr();199 195 200 196 inline int getPreferedSide() { return this->preferedSide; } … … 203 199 inline void setEnergyWidgetInitialized(bool b) {this->isEnergyWidgetInitialized = b;}; 204 200 201 //some functions for conveneance 205 202 inline const Vector& getObjComp(int barrel, int seg) const { return this->objComp[barrel][seg]->getAbsCoor(); }; 206 203 inline const float getObjCompx(int barrel, int seg) const { return this->objComp[barrel][seg]->getAbsCoor().x; }; … … 259 256 float maxCharge; //!< The maximal energy to be loaded onto one projectile (this is only availible if chargeable is enabled) 260 257 261 //OrxGui::GLGuiEnergyWidgetVertical* energyWidget;262 263 258 PNode* defaultTarget; //!< A target for targeting Weapons. 264 259 … … 277 272 OrxSound::SoundBuffer soundBuffers[WA_ACTION_COUNT]; //!< SoundBuffers for all actions @see WeaponAction. 278 273 279 PNode* emissionPoint[MAX_BARRELS]; //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default)274 PNode* emissionPoint[MAX_BARRELS]; //!< The point, where the projectiles are emitted. 280 275 281 276 bool hideInactive; //!< Hides the Weapon if it is inactive … … 287 282 int barrels; //!< # of barrels (max 4) 288 283 int segs; //!< # of segments, one barrel has (max 3) 289 int activeBarrel; 284 int activeBarrel; //!< set # of active barrel, count array wise (aka. 0 is the first) 290 285 Animation3D* shootAnim[MAX_BARRELS][MAX_SEGMENTS]; 291 286 PNode* objComp[MAX_BARRELS][MAX_SEGMENTS];
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