Changeset 5985 in orxonox.OLD for branches/powerups/src/world_entities/weapons
- Timestamp:
- Dec 8, 2005, 1:10:27 AM (19 years ago)
- Location:
- branches/powerups/src/world_entities/weapons
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/powerups/src/world_entities/weapons/crosshair.cc
r5750 r5985 70 70 this->material = new Material; 71 71 72 EventHandler::getInstance()->subscribe(this, ES_GAME, EV_MOUSE_MOTION);72 //EventHandler::getInstance()->subscribe(this, ES_GAME, EV_MOUSE_MOTION); 73 73 74 74 // center the mouse on the screen, and also hide the cursors … … 122 122 if (event.type == EV_MOUSE_MOTION) 123 123 { 124 this->setAbsCoor2D(event.x, event.y);124 //this->setAbsCoor2D(event.x, event.y); 125 125 } 126 126 } … … 157 157 &objZ ); 158 158 159 this->setAbsCoor(objX, objY, objZ);159 //this->setAbsCoor(objX, objY, objZ); 160 160 } 161 161 … … 166 166 { 167 167 glPushMatrix(); 168 glTranslatef( this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);168 glTranslatef(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2, 0); 169 169 170 170 glRotatef(this->getAbsDir2D(), 0,0,1); -
branches/powerups/src/world_entities/weapons/ground_turret.cc
r5955 r5985 85 85 element = root->FirstChildElement("weapon-left"); 86 86 if (element != NULL) element = element->FirstChildElement(); 87 this->left = dynamic_cast<Weapon*>( Factory:: getFirst()->fabricate( element) );87 this->left = dynamic_cast<Weapon*>( Factory::fabricate( element) ); 88 88 if (this->left) 89 89 { … … 94 94 element = root->FirstChildElement("weapon-right"); 95 95 if (element != NULL) if (element != NULL) element = element->FirstChildElement(); 96 this->right = dynamic_cast<Weapon*>( Factory:: getFirst()->fabricate( element) );96 this->right = dynamic_cast<Weapon*>( Factory::fabricate( element) ); 97 97 if (this->right) 98 98 { -
branches/powerups/src/world_entities/weapons/weapon_manager.cc
r5965 r5985 140 140 LOAD_PARAM_START_CYCLE(root, element); 141 141 142 Weapon* newWeapon = dynamic_cast<Weapon*>(Factory:: getFirst()->fabricate(element));142 Weapon* newWeapon = dynamic_cast<Weapon*>(Factory::fabricate(element)); 143 143 /// @todo implement this !! 144 144
Note: See TracChangeset
for help on using the changeset viewer.