Changeset 4882 in orxonox.OLD for orxonox/branches/weaponSystem/src/world_entities/weapons/weapon.h
- Timestamp:
- Jul 17, 2005, 2:37:41 PM (19 years ago)
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- 1 edited
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orxonox/branches/weaponSystem/src/world_entities/weapons/weapon.h
r4881 r4882 99 99 inline WeaponState getCurrentState() const { return this->currentState; }; 100 100 101 101 inline void setMaximumEnergy(float energyMax, float energyLoadedMax = 0.0) { this->energyMax = energyMax; this->energyLoadedMax = energyLoadedMax; }; 102 102 103 103 virtual void destroy(); 104 104 105 105 106 106 // FLOW 107 107 virtual void tick(float dt); 108 108 virtual void draw(); 109 109 110 void debug() const; 111 110 112 protected: 113 // utility: 111 114 static WeaponAction charToAction(const char* action); 115 static const char* actionToChar(WeaponAction action); 112 116 static WeaponState charToState(const char* state); 117 static const char* stateToChar(WeaponState state); 113 118 114 119 //! ACTION: these functions are handled by the Weapon itself, and must be called by requestAction(WeaponAction); 115 120 bool execute(); 116 121 virtual void activate(); … … 125 130 protected: 126 131 SoundSource* weaponSource; 132 // it is all about energy 127 133 float energy; 128 int energyI; 134 float energyLoaded; 135 float energyMax; 136 float energyLoadedMax; 137 float minCharge; 138 float maxCharge; 129 139 130 140 //////////// … … 138 148 Animation3D* animation[WS_STATE_COUNT]; //!< Animations for all the States (you can say yourself on what part of the gun this animation acts). 139 149 140 float minCharge;141 float maxCharge;142 150 143 151 bool hideInactive; //!< Hides the Weapon if it is inactive
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