- Timestamp:
- Jun 11, 2006, 1:01:26 PM (19 years ago)
- Location:
- trunk/src
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/util/animation/t_animation.h
r8145 r8315 316 316 { 317 317 return this->linear(timePassed); 318 319 318 } 320 319 … … 338 337 float tAnimation<T>::quadratic(float timePassed) const 339 338 { 340 this->linear(timePassed);339 return this->linear(timePassed); 341 340 } 342 341 -
trunk/src/world_entities/weapons/weapon_manager.cc
r8147 r8315 22 22 #include "weapon.h" 23 23 #include "crosshair.h" 24 #include "class_list.h" 24 25 25 26 #include "playable.h" … … 30 31 #include "t_animation.h" 31 32 32 using namespace std;33 34 33 35 34 /** … … 56 55 // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.) 57 56 // rennerc: crosshair seems not to delete itselve 58 delete this->crosshair; 57 if (ClassList::exists(this->crosshair, CL_CROSSHAIR)) 58 delete this->crosshair; 59 59 } 60 60 … … 101 101 this->currentConfigID = 0; 102 102 this->slotCount = 2; 103 this->weaponChange;103 //this->weaponChange; 104 104 105 105 // CROSSHAIR INITIALISATION … … 141 141 LOAD_PARAM_START_CYCLE(root, element); 142 142 143 Weapon* newWeapon = dynamic_cast<Weapon*>(Factory::fabricate(element)); 144 /// @todo implement this !! 145 146 143 BaseObject* object = Factory::fabricate(element); 144 if (object != NULL) 145 { 146 Weapon* newWeapon = dynamic_cast<Weapon*>(object); 147 if (newWeapon == NULL) 148 delete object; 149 } 147 150 LOAD_PARAM_END_CYCLE(element); 148 151 } … … 464 467 void WeaponManager::draw() const 465 468 { 469 assert(false || "must not be called"); 466 470 Weapon* drawWeapon; 467 471 for (int i = 0; i < this->slotCount; i++)
Note: See TracChangeset
for help on using the changeset viewer.