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Ignore:
Timestamp:
Dec 9, 2015, 2:45:58 PM (9 years ago)
Author:
maxima
Message:

Merged presentation and fabiens branch. Had to modify hoverHUD and invaderHUD, because the text of the healthbar wasn't correctly displayed and the weapon settings of the hovership.

Location:
code/branches/presentationHS15
Files:
2 edited

Legend:

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Added
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  • code/branches/presentationHS15

  • code/branches/presentationHS15/src/orxonox/worldentities/pawns/Pawn.h

    r10437 r10961  
    4242    /**
    4343    @brief
    44         Everything in Orxonoy that has a health attribute is a Pawn. After a Pawn is spawned its health is set to
     44        Everything in Orxonox that has a health attribute is a Pawn. After a Pawn is spawned its health is set to
    4545        its initial health. In every call of the Pawns tick function the game checks whether the pawns health is at
    4646        or below zero. If it is, the pawn gets killed.
    4747
    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.
    4949
    5050        Notice that every Pawn is a ControllableEntity.
     
    116116                { return this->shieldAbsorption_; }
    117117
    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);
    134133
    135134            inline ControllableEntity* getLastHitOriginator() const
    136135                { return this->lastHitOriginator_; }
    137136
    138             //virtual void hit(Pawn* originator, const Vector3& force, float damage);
    139             //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
    140137            virtual void hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
    141138            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
     
    144141
    145142            virtual void fired(unsigned int firemode);
    146             virtual void reload();
    147143            virtual void postSpawn();
    148144
     
    154150            void addWeaponPackXML(WeaponPack * wPack);
    155151            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);
    156158
    157159            virtual void addedWeaponPack(WeaponPack* wPack) {}
     
    207209            virtual void spawneffect();
    208210
    209             //virtual void damage(float damage, Pawn* originator = 0);
    210211            virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL, const btCollisionShape* cs = NULL);
    211212
     
    226227            float initialShieldHealth_;
    227228            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_;
    231232
    232233            float damageMultiplier_; ///< Used by the Damage Boost Pickup.
     
    235236
    236237            WeaponSystem* weaponSystem_;
    237             bool bReload_;
    238238
    239239            std::string spawnparticlesource_;
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