Changeset 6444 in orxonox.OLD for trunk/src/world_entities/weapons
- Timestamp:
- Jan 8, 2006, 10:45:03 PM (19 years ago)
- Location:
- trunk/src/world_entities/weapons
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/world_entities/weapons/weapon.cc
r6439 r6444 421 421 if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) 422 422 this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); 423 this->updateWidgets(); 423 424 // activate 424 425 PRINTF(4)("Activating the Weapon %s\n", this->getName()); … … 482 483 if (this->soundBuffers[WA_SHOOT] != NULL) 483 484 this->soundSource->play(this->soundBuffers[WA_SHOOT]); 485 this->updateWidgets(); 484 486 // fire 485 487 this->energyLoaded -= this->minCharge; … … 526 528 this->energy -= chargeSize; 527 529 } 530 531 this->updateWidgets(); 528 532 this->reload(); 529 533 this->enterState(WS_RELOADING); -
trunk/src/world_entities/weapons/weapon_manager.h
r6442 r6444 9 9 * @TODO 1. WeaponManager should also handle a List of availiableWeapons. 10 10 */ 11 12 #ifndef _WEAPON_MANAGER_H 13 #define _WEAPON_MANAGER_H 11 14 12 15 #include "base_object.h" … … 70 73 void addWeapon(Weapon* weapon, int configID = -1, int slotID = -1); 71 74 void removeWeapon(Weapon* weapon, int configID = -1); 72 Weapon* getWeapon(int slotID) const { return (slotID >= 0 && slotID < this->slotCount)? this->currentSlotConfig[slotID]. currentWeapon: NULL; };75 Weapon* getWeapon(int slotID) const { return (slotID >= 0 && slotID < this->slotCount)? this->currentSlotConfig[slotID].nextWeapon: NULL; }; 73 76 74 77 // FIXME :: … … 109 112 tAnimation<Crosshair>* crossHairSizeAnim; //!< An animation for the crosshair (scaling) 110 113 }; 114 115 116 #endif /* _WEAPON_MANAGER_H */
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