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Ignore:
Timestamp:
Apr 8, 2009, 12:36:08 AM (16 years ago)
Author:
dafrick
Message:

Merging of the current QuestSystem branch.

Location:
code/branches/questsystem5
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • code/branches/questsystem5

  • code/branches/questsystem5/src/orxonox/objects/weaponSystem/WeaponSystem.cc

    r2710 r2907  
    3838
    3939
    40 /* WEAPONSYSTEM
    41  * creates the WeaponSystem and the ability to use weapons and munition
    42  * loads the weapon the whole weaponSystem setting from an xml file
     40/* WeaponSystem
    4341 *
     42 *  www.orxonox.net/wiki/WeaponSystem
    4443 */
    4544
     
    5251        RegisterObject(WeaponSystem);
    5352
    54         this->activeWeaponSet_ = 0;
    5553        this->parentPawn_ = 0;
    5654    }
     
    8482    }
    8583
    86     //returns the Pointer to the munitionType
     84
     85    //returns the Pointer to the munitionType, if this munitionType doesn't exist returns 0, see Weapon::attachNeededMunition
    8786    Munition * WeaponSystem::getMunitionType(std::string munitionType)
    8887    {
    89 //COUT(0) << "WeaponSystem::getMunitionType " << munitionType << std::endl;
    9088        std::map<std::string, Munition *>::const_iterator it = this->munitionSet_.find(munitionType);
    9189        if (it != this->munitionSet_.end())
     
    9694
    9795
    98 /*
    99     //the first weaponSet is at n=0
    100     void WeaponSystem::setActiveWeaponSet(unsigned int n)
    101     {
    102         if (n < this->weaponSets_.size())
    103             this->activeWeaponSet_ = this->weaponSets_[n];
    104         else
    105             this->activeWeaponSet_ = this->weaponSets_[0];
    106     }
    107 */
    108 
    109 
    11096    //n is the n'th weaponSet, starting with zero
    111     //SpaceShip.cc only needs to have the keybinding to a specific Set-number n
     97    //SpaceShip.cc only needs to have the keybinding to a specific Set-number n (=firemode)
     98    //in future this could be well defined and not only for 3 different WeaponModes
    11299    void WeaponSystem::fire(WeaponMode::Enum n)
    113100    {
     
    125112                break;
    126113        }
    127 //COUT(0) << "WeaponSystem::fire" << std::endl;
    128114        if (set < (int)this->weaponSets_.size())
    129 //COUT(0) << "WeaponSystem::fire - after if" << std::endl;
    130115            this->weaponSets_[set]->fire();
    131116    }
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