/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Martin Polak * Co-authors: * simonmie * */ /** @file Discharger.cc @brief Definition of the Discharger class. */ #include "Discharger.h" #include "core/CoreIncludes.h" #include "weaponsystem/Weapon.h" #include "weaponsystem/WeaponPack.h" #include "weaponsystem/WeaponSystem.h" #include "worldentities/pawns/Pawn.h" #include "weapons/projectiles/BillboardProjectile.h" namespace orxonox { RegisterClass(Discharger); Discharger::Discharger(Context* context) : WeaponMode(context) { RegisterObject(Discharger); this->reloadTime_ = 0.1f; this->damage_ = 9000.1f*loaded_; this->speed_ = 9000.1f*loaded_; this->setMunitionName("dEnergy"); this->setFireSound("sounds/Weapon_Discharger.ogg"); this->setReloadSound("sounds/Reload_Discharger.ogg", 0.8); hudImageString_ = "Orxonox/WSHUD_WM_LaserFire"; } /** @brief Fires the weapon. Creates a projectile and fires it. */ void Discharger::fire() { /*BillboardProjectile* projectile = new BillboardProjectile(this->getContext()); this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition()); projectile->setOrientation(this->getMuzzleOrientation()); projectile->setPosition(this->getMuzzlePosition()); projectile->setVelocity(this->getMuzzleDirection() * this->speed_); projectile->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()); projectile->setDamage(this->getDamage()); projectile->setShieldDamage(this->getShieldDamage()); projectile->setHealthDamage(this->getHealthDamage());*/ extern unsigned int beginLoad_ = time; } void Discharger::release() { extern unsigned int endLoad_ = time; extern unsigned int loaded_ = endLoad_ - beginLoad_; } }