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Changeset 5748 in orxonox.OLD for branches


Ignore:
Timestamp:
Nov 23, 2005, 11:51:48 PM (19 years ago)
Author:
bensch
Message:

orxonox/we: minor change(sync)

Location:
branches/world_entities
Files:
5 edited

Legend:

Unmodified
Added
Removed
  • branches/world_entities/configure

    r5502 r5748  
    274274PACKAGE_BUGREPORT='orxonox-dev at mail.datacore.ch'
    275275
    276 ac_unique_file="."
     276ac_unique_file="src"
    277277# Factoring default headers for most tests.
    278278ac_includes_default="\
  • branches/world_entities/configure.ac

    r5502 r5748  
    2525#########################
    2626AC_PREREQ(2.59)
    27 AC_INIT([orxonox],[0.3.2_alpha],[orxonox-dev at mail.datacore.ch])
     27AC_INIT([orxonox], [0.3.2_alpha], [orxonox-dev at mail.datacore.ch])
    2828
    2929## Detect the canonical host and target build environment.
     
    3434AM_INIT_AUTOMAKE
    3535
    36 AC_CONFIG_SRCDIR([.])
     36AC_CONFIG_SRCDIR([src])
    3737AC_CONFIG_HEADER([config.h])
    3838
  • branches/world_entities/src/lib/coord/p_node.h

    r5576 r5748  
    7070  inline const Vector& getAbsCoor () const { return this->absCoordinate; };
    7171  void shiftCoor (const Vector& shift);
     72  void shiftCoor (float x, float y, float z) { this->shiftCoor(Vector(x, y, z)); };
    7273
    7374  void setRelDir (const Quaternion& relDir);
  • branches/world_entities/src/world_entities/weapons/turret.cc

    r5745 r5748  
    3434using namespace std;
    3535
    36 
    3736/**
    3837 *  standard constructor
    39 
    40    creates a new weapon
    41 */
     38 *
     39 * creates a new Turret
     40 */
    4241Turret::Turret ()
    4342  : Weapon()
     
    5352}
    5453
    55 
     54/**
     55 * creates a new Turret from a TiXmlElement
     56 */
    5657Turret::Turret(const TiXmlElement* root)
    5758{
  • branches/world_entities/src/world_entities/weapons/weapon.h

    r5745 r5748  
    9494
    9595    /** @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; };
    9797    /** @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; };
    9999    /** @returns true if the Weapon is chargeable */
    100100    inline bool isChargeable() const { return this->chargeable; };
     
    115115
    116116
     117    // EMISSION
    117118    void setEmissionPoint(const Vector& point);
    118119    /** @see void setEmissionPoint(const Vector& point); */
     
    121122    inline const Vector& getEmissionPoint() const { return this->emissionPoint.getAbsCoor(); };
    122123
     124    // STATE CHANGES //
    123125    /** @param state the State to time @param duration the duration of the State */
    124126    inline void setStateDuration(const char* state, float duration) { setStateDuration(charToState(state), duration); };
     
    126128    inline void setStateDuration(WeaponState state, float duration) { /*(state < WS_STATE_COUNT)?*/this->times[state] = duration; };
    127129    /** @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; };
    129131    /** @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; };
    131133    /** @returns the current State of the Weapon */
    132134    inline WeaponState getCurrentState() const { return this->currentState; };
     
    144146    // FLOW
    145147    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
    146149    virtual void tick(float dt) {};
    147150    virtual void draw() const;
     
    189192    // it is all about energy
    190193    float                energy;                           //!< The energy stored in the weapons secondary buffers (reserve)
    191     float                energyLoaded;                     //!< The energy stored in the weapons primary buffers (firewithout reload)
     194    float                energyLoaded;                     //!< The energy stored in the weapons primary buffers (fire without reload)
    192195    float                energyMax;                        //!< The maximal energy that can be stored in the secondary buffers (reserveMax)
    193196    float                energyLoadedMax;                  //!< The maximal energy that can be stored in the primary buffers
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