- Timestamp:
- Dec 9, 2015, 2:45:58 PM (9 years ago)
- Location:
- code/branches/presentationHS15
- Files:
-
- 2 edited
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- Unmodified
- Added
- Removed
-
code/branches/presentationHS15
- Property svn:mergeinfo changed
/code/branches/fabienHS15 (added) merged: 10685,10688,10692,10713-10715,10721,10724,10739,10746,10791,10794-10795,10814,10842,10878
- Property svn:mergeinfo changed
-
code/branches/presentationHS15/src/orxonox/worldentities/pawns/Pawn.h
r10437 r10961 42 42 /** 43 43 @brief 44 Everything in Orxono ythat has a health attribute is a Pawn. After a Pawn is spawned its health is set to44 Everything in Orxonox that has a health attribute is a Pawn. After a Pawn is spawned its health is set to 45 45 its initial health. In every call of the Pawns tick function the game checks whether the pawns health is at 46 46 or below zero. If it is, the pawn gets killed. 47 47 48 Pawns can carry pickups and fire weapons. The can also have shields.48 Pawns can carry pickups and fire weapons. They can also have shields. 49 49 50 50 Notice that every Pawn is a ControllableEntity. … … 116 116 { return this->shieldAbsorption_; } 117 117 118 // TODO: Rename to shieldRechargeRate 119 virtual void setReloadRate(float reloadrate); 120 inline float getReloadRate() const 121 { return this->reloadRate_; } 122 123 virtual void setReloadWaitTime(float reloadwaittime); 124 inline float getReloadWaitTime() const 125 { return this->reloadWaitTime_; } 126 127 inline void resetReloadCountdown() 128 { this->reloadWaitCountdown_ = 0; } 129 130 inline void startReloadCountdown() 131 { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } // TODO: Implement in Projectile.cc 132 133 virtual void decreaseReloadCountdownTime(float dt); 118 virtual void setShieldRechargeRate(float shieldRechargeRate); 119 inline float getShieldRechargeRate() const 120 { return this->shieldRechargeRate_; } 121 122 virtual void setShieldRechargeWaitTime(float shieldRechargeWaitTime); 123 inline float getShieldRechargeWaitTime() const 124 { return this->shieldRechargeWaitTime_; } 125 126 inline void resetShieldRechargeCountdown() 127 { this->shieldRechargeWaitCountdown_ = 0; } 128 129 inline void startShieldRechargeCountdown() 130 { this->shieldRechargeWaitCountdown_ = this->getShieldRechargeWaitTime(); } // TODO: Implement in Projectile.cc 131 132 virtual void decreaseShieldRechargeCountdownTime(float dt); 134 133 135 134 inline ControllableEntity* getLastHitOriginator() const 136 135 { return this->lastHitOriginator_; } 137 136 138 //virtual void hit(Pawn* originator, const Vector3& force, float damage);139 //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);140 137 virtual void hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); 141 138 virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); … … 144 141 145 142 virtual void fired(unsigned int firemode); 146 virtual void reload();147 143 virtual void postSpawn(); 148 144 … … 154 150 void addWeaponPackXML(WeaponPack * wPack); 155 151 WeaponPack * getWeaponPack(unsigned int index) const; 152 std::vector<WeaponPack *> * getAllWeaponPacks(); 153 154 void addMunitionXML(Munition* munition); 155 Munition* getMunitionXML() const; 156 157 Munition* getMunition(SubclassIdentifier<Munition> * identifier); 156 158 157 159 virtual void addedWeaponPack(WeaponPack* wPack) {} … … 207 209 virtual void spawneffect(); 208 210 209 //virtual void damage(float damage, Pawn* originator = 0);210 211 virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL, const btCollisionShape* cs = NULL); 211 212 … … 226 227 float initialShieldHealth_; 227 228 float shieldAbsorption_; ///< Has to be between 0 and 1 228 float reloadRate_;229 float reloadWaitTime_;230 float reloadWaitCountdown_;229 float shieldRechargeRate_; 230 float shieldRechargeWaitTime_; 231 float shieldRechargeWaitCountdown_; 231 232 232 233 float damageMultiplier_; ///< Used by the Damage Boost Pickup. … … 235 236 236 237 WeaponSystem* weaponSystem_; 237 bool bReload_;238 238 239 239 std::string spawnparticlesource_;
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