- Timestamp:
- Feb 7, 2006, 4:51:47 PM (19 years ago)
- Location:
- trunk/src/world_entities
- Files:
-
- 5 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/world_entities/playable.cc
r7082 r7085 148 148 State::getGameRules()->onPlayerSpawn(); 149 149 150 this->reset(); 151 150 152 if( this->getOwner() % 2 == 0) 151 153 { … … 157 159 { 158 160 this->toList(OM_GROUP_01); 159 this->toList(OM_GROUP_01);160 161 this->setAbsCoor(-314.450, 40.701, 83.554); 162 this->setAbsDir(Quaternion(0.0, 0.0, 0.0)); 161 163 } 162 164 } -
trunk/src/world_entities/space_ships/space_ship.cc
r7056 r7085 257 257 } 258 258 259 260 void SpaceShip::reset() 261 { 262 bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false; 263 264 xMouse = yMouse = 0; 265 266 this->setHealth(80); 267 this->velocity = Vector(0.0, 0.0, 0.0); 268 } 259 269 260 270 -
trunk/src/world_entities/space_ships/space_ship.h
r7056 r7085 32 32 virtual void leave(); 33 33 34 virtual void reset(); 35 34 36 virtual void postSpawn(); 35 37 virtual void leftWorld(); … … 43 45 virtual int writeBytes(const byte* data, int length, int sender); 44 46 virtual int readBytes(byte* data, int maxLength, int * reciever); 47 45 48 46 49 private: -
trunk/src/world_entities/world_entity.cc
r7068 r7085 291 291 292 292 /** 293 * resets the WorldEntity to its initial values. eg. used for multiplayer games: respawning 294 */ 295 void WorldEntity::reset() 296 {} 297 298 /** 293 299 * this method is called every frame 294 300 * @param time: the time in seconds that has passed since the last tick -
trunk/src/world_entities/world_entity.h
r7076 r7085 51 51 inline bool isVisible() const { return this->bVisible; }; 52 52 53 53 virtual void reset(); 54 54 55 55 virtual void postSpawn ();
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