- Timestamp:
- Mar 28, 2011, 4:43:18 PM (14 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/gameimmersion/src/modules/weapons/projectiles/Projectile.cc
r7284 r8152 103 103 this->bDestroy_ = true; 104 104 105 Pawn* victim = orxonox_cast<Pawn*>(otherObject); 106 105 107 if (this->owner_) 106 108 { 109 if (victim && !victim->hasShield()) 107 110 { 108 111 ParticleSpawner* effect = new ParticleSpawner(this->owner_->getCreator()); … … 113 116 effect->setLifetime(2.0f); 114 117 } 118 if (victim && !victim->hasShield()) 115 119 { 116 120 ParticleSpawner* effect = new ParticleSpawner(this->owner_->getCreator()); … … 121 125 effect->setLifetime(3.0f); 122 126 } 127 if (victim && victim->hasShield()) 128 { 129 ParticleSpawner* effect = new ParticleSpawner(this->owner_->getCreator()); 130 effect->setPosition(this->getPosition()); 131 effect->setOrientation(this->getOrientation()); 132 effect->setDestroyAfterLife(true); 133 effect->setSource("Orxonox/engineglow"); 134 effect->setLifetime(0.5f); 135 } 123 136 } 124 137 125 Pawn* victim = orxonox_cast<Pawn*>(otherObject);126 138 if (victim) 127 139 victim->hit(this->owner_, contactPoint, this->damage_);
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