- Timestamp:
- Nov 23, 2005, 11:51:48 PM (19 years ago)
- Location:
- branches/world_entities
- Files:
-
- 5 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/world_entities/configure
r5502 r5748 274 274 PACKAGE_BUGREPORT='orxonox-dev at mail.datacore.ch' 275 275 276 ac_unique_file=" ."276 ac_unique_file="src" 277 277 # Factoring default headers for most tests. 278 278 ac_includes_default="\ -
branches/world_entities/configure.ac
r5502 r5748 25 25 ######################### 26 26 AC_PREREQ(2.59) 27 AC_INIT([orxonox], [0.3.2_alpha],[orxonox-dev at mail.datacore.ch])27 AC_INIT([orxonox], [0.3.2_alpha], [orxonox-dev at mail.datacore.ch]) 28 28 29 29 ## Detect the canonical host and target build environment. … … 34 34 AM_INIT_AUTOMAKE 35 35 36 AC_CONFIG_SRCDIR([ .])36 AC_CONFIG_SRCDIR([src]) 37 37 AC_CONFIG_HEADER([config.h]) 38 38 -
branches/world_entities/src/lib/coord/p_node.h
r5576 r5748 70 70 inline const Vector& getAbsCoor () const { return this->absCoordinate; }; 71 71 void shiftCoor (const Vector& shift); 72 void shiftCoor (float x, float y, float z) { this->shiftCoor(Vector(x, y, z)); }; 72 73 73 74 void setRelDir (const Quaternion& relDir); -
branches/world_entities/src/world_entities/weapons/turret.cc
r5745 r5748 34 34 using namespace std; 35 35 36 37 36 /** 38 37 * standard constructor 39 40 creates a new weapon41 */38 * 39 * creates a new Turret 40 */ 42 41 Turret::Turret () 43 42 : Weapon() … … 53 52 } 54 53 55 54 /** 55 * creates a new Turret from a TiXmlElement 56 */ 56 57 Turret::Turret(const TiXmlElement* root) 57 58 { -
branches/world_entities/src/world_entities/weapons/weapon.h
r5745 r5748 94 94 95 95 /** @returns true if the Weapon is Active (this is used to check if the weapon must be drawn)*/ 96 inline bool isActive() const { return (this->currentState == WS_INACTIVE)? false:true; };96 inline bool isActive() const { return (this->currentState == WS_INACTIVE)? false : true; }; 97 97 /** @returns true if the weapon must be drawn */ 98 inline bool isVisible() const { return (this->currentState != WS_INACTIVE || !this->hideInactive) ?true:false; };98 inline bool isVisible() const { return (this->currentState != WS_INACTIVE || !this->hideInactive) ? true : false; }; 99 99 /** @returns true if the Weapon is chargeable */ 100 100 inline bool isChargeable() const { return this->chargeable; }; … … 115 115 116 116 117 // EMISSION 117 118 void setEmissionPoint(const Vector& point); 118 119 /** @see void setEmissionPoint(const Vector& point); */ … … 121 122 inline const Vector& getEmissionPoint() const { return this->emissionPoint.getAbsCoor(); }; 122 123 124 // STATE CHANGES // 123 125 /** @param state the State to time @param duration the duration of the State */ 124 126 inline void setStateDuration(const char* state, float duration) { setStateDuration(charToState(state), duration); }; … … 126 128 inline void setStateDuration(WeaponState state, float duration) { /*(state < WS_STATE_COUNT)?*/this->times[state] = duration; }; 127 129 /** @param state The state to query @returns the Time the queried State takes to complete */ 128 inline float getStateDuration(WeaponState state) const { return (state < WS_STATE_COUNT)? this->times[state]:0.0; };130 inline float getStateDuration(WeaponState state) const { return (state < WS_STATE_COUNT)? this->times[state] : 0.0; }; 129 131 /** @returns true if the time of the currentState is elapsed, false otherwise */ 130 inline bool stateTimeElapsed() const { return (this->stateDuration > this->times[currentState])? true:false; };132 inline bool stateTimeElapsed() const { return (this->stateDuration > this->times[currentState])? true : false; }; 131 133 /** @returns the current State of the Weapon */ 132 134 inline WeaponState getCurrentState() const { return this->currentState; }; … … 144 146 // FLOW 145 147 void tickW(float dt); //!< this is a function that must be called by the weaponManager, or any other weaponHandler, all other functions are handled from within 148 146 149 virtual void tick(float dt) {}; 147 150 virtual void draw() const; … … 189 192 // it is all about energy 190 193 float energy; //!< The energy stored in the weapons secondary buffers (reserve) 191 float energyLoaded; //!< The energy stored in the weapons primary buffers (fire without reload)194 float energyLoaded; //!< The energy stored in the weapons primary buffers (fire without reload) 192 195 float energyMax; //!< The maximal energy that can be stored in the secondary buffers (reserveMax) 193 196 float energyLoadedMax; //!< The maximal energy that can be stored in the primary buffers
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