| [4592] | 1 | /* | 
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| [3471] | 2 |    orxonox - the future of 3D-vertical-scrollers | 
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 | 3 |  | 
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 | 4 |    Copyright (C) 2004 orx | 
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 | 5 |  | 
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 | 6 |    This program is free software; you can redistribute it and/or modify | 
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 | 7 |    it under the terms of the GNU General Public License as published by | 
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 | 8 |    the Free Software Foundation; either version 2, or (at your option) | 
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 | 9 |    any later version. | 
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 | 10 |  | 
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 | 11 |    ### File Specific: | 
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 | 12 |    main-programmer: Patrick Boenzli | 
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 | 13 |    co-programmer: Christian Meyer | 
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 | 14 | */ | 
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 | 15 |  | 
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| [5357] | 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY | 
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| [3590] | 17 |  | 
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| [5635] | 18 |  | 
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 | 19 | #include "executor/executor.h" | 
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| [3471] | 20 | #include "player.h" | 
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| [3596] | 21 |  | 
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| [3620] | 22 | #include "track_manager.h" | 
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| [3484] | 23 | #include "objModel.h" | 
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| [3655] | 24 | #include "resource_manager.h" | 
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| [5355] | 25 | #include "factory.h" | 
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| [4826] | 26 |  | 
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| [5556] | 27 | #include "weapons/weapon_manager.h" | 
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 | 28 | #include "weapons/test_gun.h" | 
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 | 29 | #include "weapons/turret.h" | 
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| [5750] | 30 | #include "weapons/cannon.h" | 
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| [3471] | 31 |  | 
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| [3620] | 32 | #include "list.h" | 
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 | 33 |  | 
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| [4404] | 34 | #include "event_handler.h" | 
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| [4389] | 35 |  | 
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| [4404] | 36 | #include "event.h" | 
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| [4287] | 37 |  | 
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| [3471] | 38 | using namespace std; | 
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 | 39 |  | 
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| [5750] | 40 | CREATE_FACTORY(Player, CL_PLAYER); | 
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| [4010] | 41 |  | 
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| [3471] | 42 | /** | 
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| [4885] | 43 |  * creates a new Player | 
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| [4836] | 44 |  * @param isFree if the player is free | 
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| [3471] | 45 | */ | 
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| [4762] | 46 | Player::Player() | 
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| [3471] | 47 | { | 
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| [4780] | 48 |   this->init(); | 
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| [3471] | 49 | } | 
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 | 50 |  | 
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 | 51 | /** | 
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| [4975] | 52 |  * loads a Players information from a specified file. | 
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 | 53 |  * @param fileName the name of the File to load the player from (absolute path) | 
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 | 54 |  */ | 
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 | 55 | Player::Player(const char* fileName) | 
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| [3471] | 56 | { | 
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| [4975] | 57 |   this->init(); | 
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 | 58 |   TiXmlDocument doc(fileName); | 
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 | 59 |  | 
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 | 60 |   if(!doc.LoadFile()) | 
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 | 61 |   { | 
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 | 62 |     PRINTF(2)("Loading file %s failed for player.\n", fileName); | 
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 | 63 |     return; | 
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 | 64 |   } | 
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 | 65 |  | 
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 | 66 |   this->loadParams(doc.RootElement()); | 
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| [3583] | 67 | } | 
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| [3566] | 68 |  | 
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| [4010] | 69 | /** | 
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| [4836] | 70 |  *  creates a new Player from Xml Data | 
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 | 71 |  * @param root the xml element containing player data | 
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| [4592] | 72 |  | 
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| [4836] | 73 |    @todo add more parameters to load | 
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| [4010] | 74 | */ | 
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| [4780] | 75 | Player::Player(const TiXmlElement* root) | 
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| [4010] | 76 | { | 
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| [4780] | 77 |   this->init(); | 
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| [5155] | 78 |   if (root != NULL) | 
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 | 79 |     this->loadParams(root); | 
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| [4597] | 80 |  | 
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| [4010] | 81 |   //weapons: | 
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| [5750] | 82 |   Weapon* wpRight = new TestGun(0); | 
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| [4953] | 83 |   wpRight->setName("testGun Right"); | 
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| [5750] | 84 |   Weapon* wpLeft = new TestGun(1); | 
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| [4953] | 85 |   wpLeft->setName("testGun Left"); | 
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| [5750] | 86 |   Weapon* cannon = dynamic_cast<Weapon*>(Factory::getFirst()->fabricate(CL_CANNON)); | 
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| [4592] | 87 |  | 
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| [5750] | 88 |   cannon->setName("BFG"); | 
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 | 89 |  | 
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| [4953] | 90 |   this->weaponMan->addWeapon(wpLeft, 1, 0); | 
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 | 91 |   this->weaponMan->addWeapon(wpRight,1 ,1); | 
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| [5750] | 92 |   this->weaponMan->addWeapon(cannon, 0, 6); | 
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 | 93 |  | 
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| [5041] | 94 |   //this->weaponMan->addWeapon(turret, 3, 0); | 
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| [4953] | 95 |  | 
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| [5435] | 96 |   this->weaponMan->changeWeaponConfig(1); | 
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| [4010] | 97 | } | 
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| [3583] | 98 |  | 
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| [4780] | 99 | /** | 
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| [4975] | 100 |  *  destructs the player, deletes alocated memory | 
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 | 101 |  */ | 
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 | 102 | Player::~Player () | 
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 | 103 | { | 
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 | 104 |   /* do not delete the weapons, they are contained in the pnode tree | 
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 | 105 |   and will be deleted there. | 
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 | 106 |   this only frees the memory allocated to save the list. | 
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 | 107 |   */ | 
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 | 108 |   delete this->weaponMan; | 
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 | 109 | } | 
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 | 110 |  | 
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| [5453] | 111 | //#include "glgui_pushbutton.h" | 
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| [5395] | 112 |  | 
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| [4975] | 113 | /** | 
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| [4780] | 114 |  * initializes a Player | 
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 | 115 |  */ | 
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 | 116 | void Player::init() | 
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 | 117 | { | 
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| [5037] | 118 | //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); | 
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| [4780] | 119 |   this->setClassID(CL_PLAYER, "Player"); | 
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| [5144] | 120 |  | 
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| [5300] | 121 |   PRINTF(4)("PLAYER INIT\n"); | 
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| [4780] | 122 |   travelSpeed = 15.0; | 
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 | 123 |   bUp = bDown = bLeft = bRight = bAscend = bDescend = false; | 
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 | 124 |   bFire = false; | 
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 | 125 |   acceleration = 10.0; | 
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| [4834] | 126 |  | 
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| [5453] | 127 | //   GLGuiButton* button = new GLGuiPushButton(); | 
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 | 128 | //   button->show(); | 
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 | 129 | //   button->setLabel("orxonox"); | 
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 | 130 | //   button->setBindNode(this); | 
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| [4834] | 131 |  | 
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| [4953] | 132 |   this->weaponMan = new WeaponManager(this); | 
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| [5750] | 133 |   this->weaponMan->setSlotCount(7); | 
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| [5064] | 134 |  | 
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| [4953] | 135 |   this->weaponMan->setSlotPosition(0, Vector(-2.6, .1, -3.0)); | 
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| [5441] | 136 |   this->weaponMan->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); | 
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| [5064] | 137 |  | 
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| [4953] | 138 |   this->weaponMan->setSlotPosition(1, Vector(-2.6, .1, 3.0)); | 
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| [5441] | 139 |   this->weaponMan->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); | 
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| [5064] | 140 |  | 
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| [4969] | 141 |   this->weaponMan->setSlotPosition(2, Vector(-1.5, .5, -.5)); | 
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 | 142 |   this->weaponMan->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); | 
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| [5064] | 143 |  | 
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| [4969] | 144 |   this->weaponMan->setSlotPosition(3, Vector(-1.5, .5, .5)); | 
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 | 145 |   this->weaponMan->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); | 
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| [5064] | 146 |  | 
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 | 147 |   this->weaponMan->setSlotPosition(4, Vector(-1.5, -.5, .5)); | 
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 | 148 |   this->weaponMan->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); | 
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 | 149 |  | 
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 | 150 |   this->weaponMan->setSlotPosition(5, Vector(-1.5, -.5, -.5)); | 
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 | 151 |   this->weaponMan->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); | 
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| [5750] | 152 | // | 
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 | 153 |    this->weaponMan->setSlotPosition(6, Vector(-1, 0.0, 0)); | 
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 | 154 |    this->weaponMan->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); | 
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 | 155 |    // | 
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 | 156 | //   this->weaponMan->setSlotPosition(8, Vector(-2.5, -0.3, -2.0)); | 
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 | 157 | //   this->weaponMan->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0))); | 
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 | 158 | // | 
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 | 159 | //   this->weaponMan->setSlotPosition(9, Vector(-2.5, -0.3, 2.0)); | 
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 | 160 | //   this->weaponMan->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));: | 
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| [5064] | 161 |  | 
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| [4780] | 162 | } | 
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 | 163 |  | 
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 | 164 |  | 
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| [3583] | 165 | /** | 
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| [4885] | 166 |  * loads the Settings of a Player from an XML-element. | 
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| [4780] | 167 |  * @param root the XML-element to load the Player's properties from | 
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 | 168 |  */ | 
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 | 169 | void Player::loadParams(const TiXmlElement* root) | 
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 | 170 | { | 
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 | 171 |   static_cast<WorldEntity*>(this)->loadParams(root); | 
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 | 172 |  | 
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 | 173 |  | 
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 | 174 |  | 
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 | 175 | } | 
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 | 176 |  | 
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 | 177 | /** | 
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| [4885] | 178 |  * adds a weapon to the weapon list of player | 
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| [4836] | 179 |  * @param weapon to add | 
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| [3583] | 180 | */ | 
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 | 181 | void Player::addWeapon(Weapon* weapon) | 
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 | 182 | { | 
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| [3878] | 183 |   this->weaponMan->addWeapon(weapon); | 
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| [3471] | 184 | } | 
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 | 185 |  | 
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| [3583] | 186 |  | 
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| [3471] | 187 | /** | 
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| [4836] | 188 |  *  removes a weapon from the player | 
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 | 189 |  * @param weapon to remove | 
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| [3583] | 190 | */ | 
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 | 191 | void Player::removeWeapon(Weapon* weapon) | 
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 | 192 | { | 
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| [3878] | 193 |   this->weaponMan->removeWeapon(weapon); | 
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| [3583] | 194 | } | 
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 | 195 |  | 
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 | 196 |  | 
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 | 197 | /** | 
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| [4836] | 198 |  *  effect that occurs after the player is spawned | 
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| [3471] | 199 | */ | 
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 | 200 | void Player::postSpawn () | 
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 | 201 | { | 
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| [3474] | 202 |   //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); | 
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| [3471] | 203 | } | 
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 | 204 |  | 
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| [3584] | 205 |  | 
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| [3471] | 206 | /** | 
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| [4836] | 207 |  *  the action occuring if the player left the game | 
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| [3471] | 208 | */ | 
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| [3584] | 209 | void Player::leftWorld () | 
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 | 210 | {} | 
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| [3471] | 211 |  | 
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| [3584] | 212 |  | 
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| [5435] | 213 | WorldEntity* ref = NULL; | 
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| [3471] | 214 | /** | 
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| [5435] | 215 |  *  this function is called, when two entities collide | 
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 | 216 |  * @param entity: the world entity with whom it collides | 
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 | 217 |  * | 
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 | 218 |  * Implement behaviour like damage application or other miscellaneous collision stuff in this function | 
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 | 219 |  */ | 
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 | 220 | void Player::collidesWith(WorldEntity* entity, const Vector& location) | 
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| [3471] | 221 | { | 
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| [5435] | 222 |   if (entity->isA(CL_TURRET_POWER_UP) && entity != ref) | 
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 | 223 |   { | 
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 | 224 |     this->ADDWEAPON(); | 
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 | 225 |     ref = entity; | 
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 | 226 |     } | 
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 | 227 | //  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); | 
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| [3471] | 228 | } | 
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 | 229 |  | 
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| [4592] | 230 | /** | 
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| [4836] | 231 |  *  draws the player after transforming him. | 
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| [3471] | 232 | */ | 
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| [5500] | 233 | void Player::draw () const | 
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| [4592] | 234 | { | 
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| [3471] | 235 |   glMatrixMode(GL_MODELVIEW); | 
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| [3526] | 236 |   glPushMatrix(); | 
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| [3471] | 237 |   /* translate */ | 
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| [4592] | 238 |   glTranslatef (this->getAbsCoor ().x, | 
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 | 239 |                 this->getAbsCoor ().y, | 
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 | 240 |                 this->getAbsCoor ().z); | 
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| [3471] | 241 |   /* rotate */ | 
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| [4998] | 242 |   Vector tmpRot = this->getAbsDir().getSpacialAxis(); | 
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 | 243 |   glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
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| [3471] | 244 |   this->model->draw(); | 
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| [3526] | 245 |   glPopMatrix(); | 
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| [3750] | 246 |  | 
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| [3877] | 247 |   this->weaponMan->draw(); | 
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| [4994] | 248 |  | 
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 | 249 |   //this->debug(0); | 
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| [3471] | 250 | } | 
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 | 251 |  | 
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 | 252 |  | 
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 | 253 | /** | 
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| [4836] | 254 |  *  the function called for each passing timeSnap | 
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 | 255 |  * @param time The timespan passed since last update | 
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| [3471] | 256 | */ | 
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| [3584] | 257 | void Player::tick (float time) | 
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| [3471] | 258 | { | 
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| [4885] | 259 |   // player controlled movement | 
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 | 260 |   this->move(time); | 
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| [4592] | 261 |  | 
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| [3877] | 262 |   this->weaponMan->tick(time); | 
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| [3584] | 263 |   // weapon system manipulation | 
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| [4885] | 264 |   this->weaponAction(); | 
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| [3471] | 265 | } | 
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 | 266 |  | 
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| [3584] | 267 |  | 
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| [3471] | 268 | /** | 
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| [4836] | 269 |  *  action if player moves | 
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 | 270 |  * @param time the timeslice since the last frame | 
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| [3471] | 271 | */ | 
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 | 272 | void Player::move (float time) | 
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 | 273 | { | 
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 | 274 |   Vector accel(0.0, 0.0, 0.0); | 
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| [5751] | 275 |   Vector rot(0.0, 0.0, 0.0); | 
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 | 276 |   float rotVal = 0.0; | 
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| [3471] | 277 |   /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */ | 
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 | 278 |   /* calculate the direction in which the craft is heading  */ | 
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 | 279 |   Vector direction (1.0, 0.0, 0.0); | 
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 | 280 |   //direction = this->absDirection.apply (direction); | 
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 | 281 |   Vector orthDirection (0.0, 0.0, 1.0); | 
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 | 282 |   //orthDirection = orthDirection.cross (direction); | 
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 | 283 |  | 
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| [3966] | 284 |   if( this->bUp && this->getRelCoor().x < 20) | 
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| [5751] | 285 |     accel += direction; | 
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| [3966] | 286 |   if( this->bDown && this->getRelCoor().x > -5) | 
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| [5751] | 287 |     accel -= direction; | 
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 | 288 |  | 
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| [5483] | 289 |   if( this->bLeft && TrackManager::getInstance()->getWidth() > -this->getRelCoor().z*2) | 
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| [5751] | 290 |   { | 
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 | 291 |     accel -=(orthDirection); | 
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 | 292 |     rot +=Vector(1,0,0); | 
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 | 293 |     rotVal -= .4; | 
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 | 294 |   } | 
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| [5483] | 295 |   if( this->bRight && TrackManager::getInstance()->getWidth() > this->getRelCoor().z*2) | 
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| [5751] | 296 |   { | 
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 | 297 |     accel += orthDirection; | 
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 | 298 |     rot += Vector(1,0,0); | 
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 | 299 |     rotVal += .4; | 
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 | 300 |   } | 
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 | 301 |   if (this->bAscend ) | 
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 | 302 |   { | 
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 | 303 |     accel += Vector(0,1,0); | 
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 | 304 |     rot += Vector(0,0,1); | 
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 | 305 |     rotVal += .4; | 
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 | 306 |   } | 
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 | 307 |   if (this->bDescend ) | 
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 | 308 |   { | 
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 | 309 |     accel -= Vector(0,1,0); | 
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 | 310 |     rot += Vector(0,0,1); | 
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 | 311 |     rotVal -= .4; | 
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 | 312 |   } | 
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 | 313 |  | 
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 | 314 |   Vector move = accel * time *acceleration; | 
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| [5483] | 315 |  | 
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| [5751] | 316 | /*  if (accel.z < 0) | 
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 | 317 |     this->setRelDirSoft(Quaternion(-.4, accel), 5); | 
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| [5483] | 318 |   else if (accel.z > 0) | 
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| [5751] | 319 |     this->setRelDirSoft(Quaternion(.4, accel), 5); | 
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 | 320 |   else*/ | 
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 | 321 |   rot.normalize(); | 
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 | 322 |   this->setRelDirSoft(Quaternion(rotVal, rot), 5); | 
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| [3811] | 323 |   this->shiftCoor (move); | 
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| [3471] | 324 | } | 
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| [3584] | 325 |  | 
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 | 326 |  | 
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 | 327 | /** | 
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| [4885] | 328 |  * weapon manipulation by the player | 
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| [3584] | 329 | */ | 
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| [4885] | 330 | void Player::weaponAction() | 
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| [3584] | 331 | { | 
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| [3618] | 332 |   if( this->bFire) | 
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| [3584] | 333 |     { | 
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| [3875] | 334 |       this->weaponMan->fire(); | 
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| [3584] | 335 |     } | 
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 | 336 | } | 
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 | 337 |  | 
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 | 338 | /** | 
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| [4781] | 339 |  * @todo switch statement ?? | 
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 | 340 |  */ | 
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| [4404] | 341 | void Player::process(const Event &event) | 
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 | 342 | { | 
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| [4409] | 343 |   if( event.type == KeyMapper::PEV_UP) | 
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 | 344 |       this->bUp = event.bPressed; | 
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 | 345 |   else if( event.type == KeyMapper::PEV_DOWN) | 
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 | 346 |       this->bDown = event.bPressed; | 
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 | 347 |   else if( event.type == KeyMapper::PEV_RIGHT) | 
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| [4413] | 348 |       this->bRight= event.bPressed; | 
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| [4409] | 349 |   else if( event.type == KeyMapper::PEV_LEFT) | 
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| [4413] | 350 |       this->bLeft = event.bPressed; | 
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| [4412] | 351 |   else if( event.type == KeyMapper::PEV_FIRE1) | 
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| [4885] | 352 |       this->bFire = event.bPressed; | 
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| [4952] | 353 |   else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed) | 
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| [4954] | 354 |     this->weaponMan->nextWeaponConfig();//if( !event.bPressed) this->bWeaponChange = !this->bWeaponChange; | 
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| [4952] | 355 |   else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed) | 
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 | 356 |     this->weaponMan->previousWeaponConfig(); | 
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| [5751] | 357 |  | 
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 | 358 |   else if( event.type == SDLK_PAGEUP) | 
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 | 359 |     this->bAscend = event.bPressed; //this->shiftCoor(0,.1,0); | 
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 | 360 |   else if( event.type == SDLK_PAGEDOWN) | 
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 | 361 |     this->bDescend = event.bPressed; //this->shiftCoor(0,-.1,0); | 
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| [4404] | 362 | } | 
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| [5435] | 363 |  | 
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| [5750] | 364 | #include "weapons/aiming_turret.h" | 
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| [5435] | 365 | // FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG | 
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 | 366 | void Player::ADDWEAPON() | 
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 | 367 | { | 
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| [5750] | 368 |   Weapon* turret = NULL; | 
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| [5435] | 369 |  | 
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| [5750] | 370 |   if ((float)rand()/RAND_MAX < .1) | 
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 | 371 |   { | 
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 | 372 |     //if (this->weaponMan->hasFreeSlot(2, WTYPE_TURRET)) | 
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 | 373 |     { | 
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 | 374 |       turret = new Turret(); | 
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 | 375 |       this->weaponMan->addWeapon(turret, 2); | 
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 | 376 |       this->weaponMan->changeWeaponConfig(2); | 
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 | 377 |     } | 
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 | 378 |   } | 
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 | 379 |   else | 
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 | 380 |   { | 
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 | 381 |     //if (this->weaponMan->hasFreeSlot(3)) | 
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 | 382 |     { | 
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 | 383 |       turret = new AimingTurret(); | 
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 | 384 |       this->weaponMan->addWeapon(turret, 3); | 
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| [5435] | 385 |  | 
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| [5750] | 386 |       this->weaponMan->changeWeaponConfig(3); | 
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 | 387 |     } | 
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 | 388 |   } | 
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 | 389 |  | 
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 | 390 |   if(turret != NULL) | 
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 | 391 |   { | 
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 | 392 |     turret->setName("Turret"); | 
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 | 393 |     turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1); | 
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 | 394 |   } | 
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| [5435] | 395 | } | 
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