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Changeset 4834 in orxonox.OLD for orxonox/trunk/src/story_entities


Ignore:
Timestamp:
Jul 11, 2005, 5:47:23 PM (19 years ago)
Author:
bensch
Message:

orxonox/trunk: crosshair in WeaponManager (instead of World) and implemented easy Cyling for LoadParam

File:
1 edited

Legend:

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  • orxonox/trunk/src/story_entities/world.cc

    r4833 r4834  
    6969#include "class_list.h"
    7070
    71 #include "crosshair.h"
    72 Crosshair* crosshair=NULL;
    73 
    7471
    7572using namespace std;
     
    207204
    208205  ResourceManager::getInstance()->unloadAllByPriority(RP_LEVEL);
    209 
    210 
    211 
    212   crosshair=NULL;
    213206}
    214207
     
    242235  LoadParam<World>(root, "identifier", this, &World::setStoryID)
    243236    .describe("Sets the StoryID of this world");
     237
    244238  LoadParam<World>(root, "nextid", this, &World::setNextStoryID)
    245239    .describe("Sets the ID of the next world");
     240
    246241  LoadParam<World>(root, "path", this, &World::setPath)
    247242    .describe("The Filename of this World (relative from the data-dir)");
     
    278273
    279274  GraphicsEngine::getInstance()->displayFPS(true);
    280 
    281   if (!crosshair)
    282     crosshair = new Crosshair();
    283275}
    284276
     
    859851  ParticleEngine::getInstance()->draw();
    860852
    861   crosshair->draw();
    862853
    863854  TextEngine::getInstance()->draw();
     
    10551046
    10561047
    1057       crosshair->tick(this->dtS);
    1058 
    10591048      /** actualy the Graphics Engine should tick the world not the other way around...
    10601049         but since we like the things not too complicated we got it this way around
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