- Timestamp:
- Jun 21, 2006, 8:57:39 PM (18 years ago)
- Location:
- branches/bsp_model/src/world_entities
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/bsp_model/src/world_entities/creatures/fps_player.cc
r8685 r8686 93 93 dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); 94 94 95 95 // network registration 96 96 registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); 97 97 registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); … … 99 99 registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); 100 100 registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mouseDir", PERMISSION_OWNER ) ); 101 102 // collision reaction registration 103 this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); 101 104 } 102 105 … … 142 145 dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false); 143 146 this->detachCamera(); 144 }145 146 147 /**148 * this function is called, when two entities collide149 * @param entity: the world entity with whom it collides150 *151 * Implement behaviour like damage application or other miscellaneous collision stuff in this function152 * @todo dont let FPSPlayer fly through walls153 */154 void FPSPlayer::collidesWith(WorldEntity* entity, const Vector& location)155 {156 147 } 157 148 … … 246 237 247 238 248 249 250 251 /** 252 * 239 /** 240 * draws the MD2Creature after transforming it. 241 */ 242 void FPSPlayer::draw () const 243 { 244 // only draw if this entity is not the player since the player nevers sees himself 245 if( this->getCurrentPlayer() == NULL) 246 WorldEntity::draw(); 247 } 248 249 250 251 /** 252 * process 253 253 */ 254 254 void FPSPlayer::process(const Event &event) -
branches/bsp_model/src/world_entities/creatures/fps_player.h
r8685 r8686 27 27 virtual void reset(); 28 28 29 virtual void collidesWith(WorldEntity* entity, const Vector& location); 29 30 30 virtual void tick(float time); 31 virtual void draw() const; 32 31 33 32 34 virtual void process(const Event &event); -
branches/bsp_model/src/world_entities/playable.cc
r8578 r8686 65 65 66 66 this->bDead = false; 67 68 // this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY);69 67 70 68 registerVar( new SynchronizeableInt( &score, &score, "score" ) );
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