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Ignore:
Timestamp:
May 25, 2011, 9:41:29 PM (13 years ago)
Author:
dafrick
Message:

Merging game immersion branch into presentation branch.

Location:
code/branches/presentation
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • code/branches/presentation

  • code/branches/presentation/src/orxonox/worldentities/pawns/Pawn.h

    r8579 r8580  
    7272                { return this->initialHealth_; }
    7373
    74             inline void setShieldHealth(float shieldHealth)
    75             { this->shieldHealth_ = shieldHealth; }
     74            virtual void setShieldHealth(float shieldHealth);
     75
    7676            inline float getShieldHealth()
    7777            { return this->shieldHealth_; }
     78
     79            inline void addShieldHealth(float amount)
     80            { this->setShieldHealth(this->shieldHealth_ + amount); }
     81
     82            inline bool hasShield()
     83            { return (this->getShieldHealth() > 0); }
     84
     85            virtual void setMaxShieldHealth(float maxshieldhealth);
     86            inline float getMaxShieldHealth() const
     87                { return this->maxShieldHealth_; }
     88
     89            inline void setInitialShieldHealth(float initialshieldhealth)
     90                { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); }
     91            inline float getInitialShieldHealth() const
     92                { return this->initialShieldHealth_; }
     93
     94            inline void restoreInitialShieldHealth()
     95                { this->setShieldHealth(this->initialShieldHealth_); }
     96            inline void restoreMaxShieldHealth()
     97                { this->setShieldHealth(this->maxShieldHealth_); }
    7898
    7999            inline void setShieldAbsorption(float shieldAbsorption)
     
    82102            { return this->shieldAbsorption_; }
    83103
     104            // TODO: Rename to shieldRechargeRate
     105            virtual void setReloadRate(float reloadrate);
     106            inline float getReloadRate() const
     107                { return this->reloadRate_; }
     108
     109            virtual void setReloadWaitTime(float reloadwaittime);
     110            inline float getReloadWaitTime() const
     111                { return this->reloadWaitTime_; }
     112
     113            inline void resetReloadCountdown()
     114            { this->reloadWaitCountdown_ = 0; }
     115
     116            inline void startReloadCountdown()
     117            { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } // TODO: Implement in Projectile.cc
     118
     119            virtual void decreaseReloadCountdownTime(float dt);
     120
    84121            inline ControllableEntity* getLastHitOriginator() const
    85122                { return this->lastHitOriginator_; }
    86123
    87             virtual void hit(Pawn* originator, const Vector3& force, float damage);
    88             virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
     124            //virtual void hit(Pawn* originator, const Vector3& force, float damage);
     125            //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
     126            virtual void hit(Pawn* originator, const Vector3& force, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
     127            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
     128
    89129            virtual void kill();
    90130
     
    142182            virtual void spawneffect();
    143183
    144             virtual void damage(float damage, Pawn* originator = 0);
     184            //virtual void damage(float damage, Pawn* originator = 0);
     185            virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL);
    145186
    146187            bool bAlive_;
     
    154195            float maxHealth_;
    155196            float initialHealth_;
     197           
    156198            float shieldHealth_;
     199            float maxShieldHealth_;
     200            float initialShieldHealth_;
    157201            float shieldAbsorption_; // Has to be between 0 and 1
     202            float reloadRate_;
     203            float reloadWaitTime_;
     204            float reloadWaitCountdown_;
    158205
    159206            WeakPtr<Pawn> lastHitOriginator_;
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