Changeset 4831 in orxonox.OLD for orxonox/trunk/src/world_entities/weapons
- Timestamp:
- Jul 11, 2005, 5:44:41 PM (19 years ago)
- Location:
- orxonox/trunk/src/world_entities/weapons
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/trunk/src/world_entities/weapons/crosshair.cc
r4830 r4831 63 63 EventHandler::getInstance()->subscribe(this, ES_GAME, EV_MOUSE_MOTION); 64 64 65 // center the mouse on the screen, and also hide the cursors 66 SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); 67 GraphicsEngine::showMouse(false); 68 GraphicsEngine::stealWMEvents(true); 65 69 } 66 70 … … 75 79 // delete what has to be deleted here 76 80 EventHandler::getInstance()->unsubscribe(this); 81 82 GraphicsEngine::showMouse(true); 83 GraphicsEngine::stealWMEvents(false); 77 84 } 78 85 … … 182 189 pos, pos+1, pos+2 ); 183 190 184 printf("%d %d %d\n", (int)pos[0], (int)pos[1], (int)pos[2]); 185 this->rotation += 5; 191 this->rotation += 1; 186 192 187 193 glTranslatef(position2D[0], position2D[1], 0); -
orxonox/trunk/src/world_entities/weapons/weapon.h
r4830 r4831 69 69 /** 70 70 * This is used as a container for all the different kinds of weapons that may exist 71 * Animations/Sounds/etc. will be handled in the Extensions of this class.72 71 */ 73 72 class Weapon : public WorldEntity … … 122 121 float times[WS_STATE_COUNT]; //!< Times to stay in the different States @see WeaponState 123 122 SoundBuffer* soundBuffers[WA_ACTION_COUNT]; //!< SoundBuffers for all actions @see WeaponAction 124 123 Animation3D* animation[WS_STATE_COUNT]; //!< Animations for all the States (you can say yourself on what part of the gun this animation acts). 125 124 126 125 … … 130 129 131 130 private: 132 bool enabled; //<! states if the weapon is enabled or not 133 Projectile* projectile; //<! the projectile used for this weapon 131 WeaponState state; //!< The state this weapon is in. 132 bool enabled; //<! states if the weapon is enabled or not 133 Projectile* projectile; //<! the projectile used for this weapon 134 134 //WeaponSound sound; 135 135 };
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