Changeset 4836 in orxonox.OLD for orxonox/trunk/src/world_entities/weapons/test_gun.cc
- Timestamp:
- Jul 12, 2005, 12:33:16 AM (19 years ago)
- File:
-
- 1 edited
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orxonox/trunk/src/world_entities/weapons/test_gun.cc
r4829 r4836 16 16 17 17 18 \todo: direction in which the projectile flights19 \todo: a target to set/hit18 @todo: direction in which the projectile flights 19 @todo: a target to set/hit 20 20 */ 21 21 … … 39 39 40 40 /** 41 \briefstandard constructor41 * standard constructor 42 42 43 43 creates a new weapon … … 103 103 104 104 /** 105 \briefstandard deconstructor105 * standard deconstructor 106 106 */ 107 107 TestGun::~TestGun () … … 112 112 113 113 /** 114 \briefthis activates the weapon114 * this activates the weapon 115 115 116 116 This is needed, since there can be more than one weapon on a ship. the … … 125 125 126 126 /** 127 \briefthis deactivates the weapon127 * this deactivates the weapon 128 128 129 129 This is needed, since there can be more than one weapon on a ship. the … … 138 138 139 139 /** 140 \brieffires the weapon140 * fires the weapon 141 141 142 142 this is called from the player.cc, when fire-button is been pushed 143 \todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent143 @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent 144 144 */ 145 145 void TestGun::fire() … … 165 165 166 166 /** 167 \briefis called, when the weapon gets hit (=collide with something)168 \param from which entity it is been hit169 \param where it is been hit167 * is called, when the weapon gets hit (=collide with something) 168 * @param from which entity it is been hit 169 * @param where it is been hit 170 170 171 171 this may not be used, since it would make the game relay complicated when one … … 177 177 178 178 /** 179 \briefis called, when the weapon is destroyed179 * is called, when the weapon is destroyed 180 180 181 181 this is in conjunction with the hit function, so when a weapon is able to get … … 187 187 188 188 /** 189 \brieftick signal for time dependent/driven stuff189 * tick signal for time dependent/driven stuff 190 190 */ 191 191 void TestGun::tick (float time) … … 196 196 197 197 /** 198 \briefis called, when there is no fire button pressed198 * is called, when there is no fire button pressed 199 199 */ 200 200 void TestGun::weaponIdle() … … 203 203 204 204 /** 205 \briefthis will draw the weapon205 * this will draw the weapon 206 206 */ 207 207 void TestGun::draw ()
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