- Timestamp:
- Jul 4, 2006, 5:53:06 PM (18 years ago)
- Location:
- branches/presentation/src/world_entities
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/presentation/src/world_entities/creatures/fps_player.cc
r9158 r9160 256 256 attitude-= yMouse; 257 257 258 PRINTF(0)("attitude: %f\n", attitude);259 258 260 259 if ( attitude > 0.32 ) -
branches/presentation/src/world_entities/weapons/aiming_system.cc
r9157 r9160 19 19 20 20 #include "util/loading/load_param.h" 21 #include "graphics_engine.h" 21 22 22 #include "state.h" 23 #include "material.h"24 #include "t_animation.h"25 #include "text.h"26 23 27 #include "world_entity.h" 24 #include <vector> 25 28 26 29 27 using namespace std; … … 76 74 77 75 76 /** 77 * get back the nearest target 78 */ 79 inline WorldEntity* AimingSystem::getNearestTarget() 80 { 81 if( this->selectionList.size() == 0) 82 return NULL; 83 else if( this->selectionList.size() == 1) 84 return this->selectionList.back(); 85 86 // WorldEntity* nearestEntity = this->; 87 88 for( int i = 0; i < this->selectionList.size(); i++) 89 { 90 91 } 92 } 93 94 95 /** 96 * called when an object is "selected" 97 * @param damage damage to be dealt 98 * @param killer the entity 99 */ 100 void AimingSystem::hit(float damage, WorldEntity* killer) 101 { 102 this->selectionList.push_back(killer); 103 } 104 105 78 106 79 107 /** -
branches/presentation/src/world_entities/weapons/aiming_system.h
r9157 r9160 7 7 #define _AIMING_SYSTEM_H 8 8 9 #include "p_node.h" 10 #include "element_2d.h" 11 #include "object_manager.h" 9 10 #include "world_entity.h" 11 12 12 13 13 14 // FORWARD DECLARATION 14 15 class TiXmlElement; 16 class BVTree; 17 class Model; 15 18 16 19 17 18 class AimingSystem : public PNode 20 class AimingSystem : public WorldEntity 19 21 { 20 22 … … 30 32 inline PNode* getTarget(PNode* target) { return this->getParent(); }; 31 33 34 inline WorldEntity* getNearestTarget(); 35 32 36 33 37 void setRange(float range){this->range = range;}; 34 void setGroup(OM_LIST group){this->group = group;};35 38 39 void hit(float damage, WorldEntity* killer); 36 40 37 41 virtual void tick(float dt); … … 40 44 41 45 private: 42 float range; //!< 43 OM_LIST group; 46 float range; //!< 47 std::vector<WorldEntity*> selectionList; //!< the selections 48 44 49 45 50 };
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