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source: orxonox.OLD/trunk/src/world_entities/space_ships/space_ship.cc @ 6804

Last change on this file since 6804 was 6804, checked in by bensch, 18 years ago

trunk: remastered Playables a bit

File size: 18.5 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Benjamin Knecht
13   co-programmer: Silvan Nellen
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "executor/executor.h"
20#include "space_ship.h"
21
22#include "objModel.h"
23#include "resource_manager.h"
24
25#include "weapons/weapon_manager.h"
26#include "weapons/test_gun.h"
27#include "weapons/turret.h"
28#include "weapons/cannon.h"
29
30#include "particle_emitter.h"
31#include "sprite_particles.h"
32
33#include "factory.h"
34#include "key_mapper.h"
35#include "event_handler.h"
36
37#include "network_game_manager.h"
38
39#include "power_ups/weapon_power_up.h"
40#include "power_ups/param_power_up.h"
41
42#include "graphics_engine.h"
43
44#include "plane.h"
45
46#include "state.h"
47#include "player.h"
48
49
50// #include "lib/gui/gl_gui/glgui_bar.h"
51// #include "lib/gui/gl_gui/glgui_pushbutton.h"
52
53
54using namespace std;
55
56CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP);
57
58/**
59 *  creates the controlable Spaceship
60 */
61SpaceShip::SpaceShip()
62{
63  this->init();
64}
65
66/**
67 *  destructs the spaceship, deletes alocated memory
68 */
69SpaceShip::~SpaceShip ()
70{
71}
72
73/**
74 * loads a Spaceships information from a specified file.
75 * @param fileName the name of the File to load the spaceship from (absolute path)
76 */
77SpaceShip::SpaceShip(const char* fileName)
78{
79  this->init();
80  TiXmlDocument doc(fileName);
81
82  if(!doc.LoadFile())
83  {
84    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName);
85    return;
86  }
87
88  this->loadParams(doc.RootElement());
89}
90
91/**
92 *  creates a new Spaceship from Xml Data
93 * @param root the xml element containing spaceship data
94
95   @todo add more parameters to load
96*/
97SpaceShip::SpaceShip(const TiXmlElement* root)
98{
99  this->init();
100  if (root != NULL)
101    this->loadParams(root);
102  else
103  {
104    this->loadModel("models/ships/reap_#.obj");
105  }
106
107}
108
109
110/**
111 * initializes a Spaceship
112 */
113void SpaceShip::init()
114{
115//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
116  this->setClassID(CL_SPACE_SHIP, "SpaceShip");
117
118  PRINTF(4)("SPACESHIP INIT\n");
119
120  //weapons:
121  Weapon* wpRight = new TestGun(0);
122  wpRight->setName("testGun Right");
123  Weapon* wpLeft = new TestGun(1);
124  wpLeft->setName("testGun Left");
125  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
126
127  cannon->setName("BFG");
128
129  this->addWeapon(wpLeft, 1, 0);
130  this->addWeapon(wpRight,1 ,1);
131  this->addWeapon(cannon, 0, 6);
132
133  this->getWeaponManager()->changeWeaponConfig(1);
134
135  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
136  bFire = false;
137  xMouse = yMouse = 0;
138  yInvert = 1;
139  mouseSensitivity = 0.001;
140  airViscosity = 0.05;
141  controlVelocityX = 25;
142  controlVelocityY = 150;
143  shipInertia = 1.5;
144//  cycle = 0.0;
145
146  this->setHealthMax(100);
147  this->setHealth(80);
148
149  travelSpeed = 40.0;
150  acceleration = 3;
151  this->velocity = this->getAbsDirX()*travelSpeed;
152  this->mouseDir = this->getAbsDir();
153  this->pitchDir = this->getAbsDir();
154
155//   GLGuiButton* button = new GLGuiPushButton();
156//    button->show();
157//    button->setLabel("orxonox");
158//    button->setBindNode(this);
159//     GLGuiBar* bar = new GLGuiBar();
160//     bar->show();
161//     bar->setValue(7.0);
162//     bar->setMaximum(10);
163//     bar->setSize2D( 20, 100);
164//     bar->setAbsCoor2D( 10, 200);
165
166  //add events to the eventlist
167  registerEvent(KeyMapper::PEV_UP);
168  registerEvent(KeyMapper::PEV_DOWN);
169  registerEvent(KeyMapper::PEV_LEFT);
170  registerEvent(KeyMapper::PEV_RIGHT);
171  //registerEvent(SDLK_q);
172  //registerEvent(SDLK_e);
173  registerEvent(KeyMapper::PEV_FIRE1);
174  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
175  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
176  //registerEvent(SDLK_PAGEUP);
177  //registerEvent(SDLK_PAGEDOWN);
178  registerEvent(EV_MOUSE_MOTION);
179
180  this->getWeaponManager()->setSlotCount(7);
181
182  this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0));
183  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
184
185  this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0));
186  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
187
188  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
189  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
190
191  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
192  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
193
194  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
195  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
196
197  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
198  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
199//
200   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
201   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
202   //
203//   this->getWeaponManager()->setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
204//   this->getWeaponManager()->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
205//
206//   this->getWeaponManager()->setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
207//   this->getWeaponManager()->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));:
208
209  this->getWeaponManager()->getFixedTarget()->setParent(this);
210  this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0);
211
212  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
213
214  this->burstEmitter = new ParticleEmitter(Vector(1,0,0), .01, 200, 0.0);
215  this->burstEmitter->setParent(this);
216  this->burstEmitter->setRelCoor(-1, .5, 0);
217  this->burstEmitter->setName("SpaceShip_Burst_emitter");
218
219  this->burstSystem = new SpriteParticles(1000);
220  this->burstSystem->addEmitter(this->burstEmitter);
221  this->burstSystem->setName("SpaceShip_Burst_System");
222  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
223  this->burstSystem->setLifeSpan(1.0, .3);
224  this->burstSystem->setRadius(0.0, 1.0);
225  this->burstSystem->setRadius(0.05, 1.0);
226  this->burstSystem->setRadius(.5, .8);
227  this->burstSystem->setRadius(1.0, 0);
228  this->burstSystem->setColor(0.0, .7,.7,1,.7);
229  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
230  this->burstSystem->setColor(0.5, .5,.5,.8,.8);
231  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
232
233}
234
235
236/**
237 * loads the Settings of a SpaceShip from an XML-element.
238 * @param root the XML-element to load the Spaceship's properties from
239 */
240void SpaceShip::loadParams(const TiXmlElement* root)
241{
242  Playable::loadParams(root);
243}
244
245
246void SpaceShip::enter()
247{
248  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
249  this->attachCamera();
250}
251
252void SpaceShip::leave()
253{
254  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
255  this->detachCamera();
256}
257
258
259/**
260 *  effect that occurs after the SpaceShip is spawned
261*/
262void SpaceShip::postSpawn ()
263{
264  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
265}
266
267/**
268 *  the action occuring if the spaceship left the game
269*/
270void SpaceShip::leftWorld ()
271{}
272
273WorldEntity* ref = NULL;
274/**
275 *  this function is called, when two entities collide
276 * @param entity: the world entity with whom it collides
277 *
278 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
279 */
280void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
281{
282  Playable::collidesWith(entity, location);
283  if (entity->isA(CL_TURRET_POWER_UP) && entity != ref)
284  {
285    this->ADDWEAPON();
286    ref = entity;
287    }
288//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
289}
290
291/**
292 *  draws the spaceship after transforming it.
293*/
294void SpaceShip::draw () const
295{
296  WorldEntity::draw();
297  this->getWeaponManager()->draw();
298
299  //this->debug(0);
300}
301
302/**
303 *  the function called for each passing timeSnap
304 * @param time The timespan passed since last update
305*/
306void SpaceShip::tick (float time)
307{
308  Playable::tick(time);
309
310  if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == this->getHostID() )
311   {
312    if (xMouse > controlVelocityX) xMouse = controlVelocityX;
313    else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX;
314    if (yMouse > controlVelocityY) yMouse = controlVelocityY;
315    else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY;
316
317    pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0)));
318
319    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir);
320    xMouse = yMouse = 0;
321   }
322
323
324//   if( this != State::getPlayer()->getControllable())
325//     return;
326
327  // spaceship controlled movement
328  this->calculateVelocity(time);
329
330  Vector move = velocity*time;
331
332  //orient the velocity in the direction of the spaceship.
333  travelSpeed = velocity.len();
334  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
335  velocity = (velocity.getNormalized())*travelSpeed;
336  this->burstEmitter->setEmissionRate(travelSpeed);
337  this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1);
338
339  //orient the spaceship in direction of the mouse
340   rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
341   if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
342    this->setAbsDir( rotQuat);
343   //this->setAbsDirSoft(mouseDir,5);
344
345  // this is the air friction (necessary for a smooth control)
346  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
347  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
348
349  //other physics (gravity)
350  //if(travelSpeed < 120)
351  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
352
353  //hoover effect
354  //cycle += time;
355  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
356
357  //readjust
358  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
359  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
360
361  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
362
363  this->shiftCoor(move);
364
365
366}
367
368/**
369 *  calculate the velocity
370 * @param time the timeslice since the last frame
371*/
372void SpaceShip::calculateVelocity (float time)
373{
374  Vector accel(0.0, 0.0, 0.0);
375  /*
376  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
377  */
378  //float rotVal = 0.0;
379  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
380  /* calculate the direction in which the craft is heading  */
381
382  //Plane plane(Vector(0,1,0), Vector(0,0,0));
383
384  if( this->bUp )
385   {
386     //this->shiftCoor(this->getAbsDirX());
387      //accel += (this->getAbsDirX())*2;
388      accel += (this->getAbsDirX())*acceleration;
389
390   }
391
392  if( this->bDown )
393   {
394     //this->shiftCoor((this->getAbsDirX())*-1);
395     //accel -= (this->getAbsDirX())*2;
396    //if(velocity.len() > 50)
397     accel -= (this->getAbsDirX())*0.5*acceleration;
398
399
400
401   }
402
403  if( this->bLeft/* > -this->getRelCoor().z*2*/)
404  {
405    this->shiftDir(Quaternion(time, Vector(0,1,0)));
406//    accel -= rightDirection;
407    //velocityDir.normalize();
408    //rot +=Vector(1,0,0);
409    //rotVal -= .4;
410  }
411  if( this->bRight /* > this->getRelCoor().z*2*/)
412  {
413    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
414
415    //    accel += rightDirection;
416    //velocityDir.normalize();
417    //rot += Vector(1,0,0);
418    //rotVal += .4;
419  }
420
421
422  if( this->bRollL /* > -this->getRelCoor().z*2*/)
423  {
424    mouseDir *= Quaternion(-time*2, Vector(1,0,0));
425//    accel -= rightDirection;
426    //velocityDir.normalize();
427    //rot +=Vector(1,0,0);
428    //rotVal -= .4;
429  }
430  if( this->bRollR /* > this->getRelCoor().z*2*/)
431  {
432    mouseDir *= Quaternion(time*2, Vector(1,0,0));
433
434    //    accel += rightDirection;
435    //velocityDir.normalize();
436    //rot += Vector(1,0,0);
437    //rotVal += .4;
438  }
439  if (this->bAscend )
440  {
441    this->shiftDir(Quaternion(time, Vector(0,0,1)));
442
443//    accel += upDirection;
444    //velocityDir.normalize();
445    //rot += Vector(0,0,1);
446    //rotVal += .4;
447  }
448  if (this->bDescend )
449  {
450    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
451
452    //    accel -= upDirection;
453    //velocityDir.normalize();
454    //rot += Vector(0,0,1);
455    //rotVal -= .4;
456  }
457
458  velocity += accel;
459  //rot.normalize();
460  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
461}
462
463/**
464 * @todo switch statement ??
465 */
466void SpaceShip::process(const Event &event)
467{
468  Playable::process(event);
469
470  if( event.type == KeyMapper::PEV_LEFT)
471      this->bRollL = event.bPressed;
472  else if( event.type == KeyMapper::PEV_RIGHT)
473      this->bRollR = event.bPressed;
474  else if( event.type == KeyMapper::PEV_UP)
475    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
476  else if( event.type == KeyMapper::PEV_DOWN)
477    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
478  else if( event.type == EV_MOUSE_MOTION)
479  {
480    this->xMouse += event.xRel;
481    this->yMouse += event.yRel;
482  }
483}
484
485#include "weapons/aiming_turret.h"
486// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
487void SpaceShip::ADDWEAPON()
488{
489  Weapon* turret = NULL;
490
491  if ((float)rand()/RAND_MAX < .9)
492  {
493    //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET))
494    {
495      turret = new Turret();
496      this->addWeapon(turret, 2);
497      this->getWeaponManager()->changeWeaponConfig(2);
498    }
499  }
500  else
501  {
502    //if (this->getWeaponManager()->hasFreeSlot(3))
503    {
504      turret = dynamic_cast<Weapon*>(Factory::fabricate(CL_TARGETING_TURRET));
505      if (turret != NULL)
506      this->addWeapon(turret, 3);
507
508      this->getWeaponManager()->changeWeaponConfig(3);
509    }
510  }
511
512  if(turret != NULL)
513  {
514    turret->setName("Turret");
515    turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
516  }
517}
518
519#define MASK_bUp         1
520#define MASK_bDown       2
521#define MASK_bLeft       4
522#define MASK_bRight      8
523#define MASK_bAscend    16
524#define MASK_bDescend   32
525#define MASK_bFire      64
526#define MASK_bRollL    128
527#define MASK_bRollR    256
528
529#define DATA_state       1
530#define DATA_flags       2
531#define DATA_mouse       3
532
533int SpaceShip::writeBytes( const byte * data, int length, int sender )
534{
535  SYNCHELP_READ_BEGIN();
536
537  byte b;
538
539  do
540  {
541    SYNCHELP_READ_BYTE( b );
542
543    if ( b == DATA_state /*&& (this->getHostID()!=this->getOwner() || sender==0)*/ )
544    {
545     PRINTF(0)("GOT STATE %d\n", this->getUniqueID());
546     setRequestedSync( false );
547     setIsOutOfSync( false );
548     SYNCHELP_READ_FKT( WorldEntity::writeState );
549     //SYNCHELP_READ_FLOAT( cycle );
550
551      return SYNCHELP_READ_N;
552    }
553
554
555    //TODO: do not recieve data if you are the owner
556    if ( b == DATA_flags /*&& this->getHostID()!=this->getOwner()*/ )
557    {
558      int flags = 0;
559      SYNCHELP_READ_INT( flags );
560
561      bUp = (flags & MASK_bUp) != 0;
562      bDown = (flags & MASK_bDown) != 0;
563      bLeft = (flags & MASK_bLeft) != 0;
564      bRight = (flags & MASK_bRight) != 0;
565      bAscend = (flags & MASK_bAscend) != 0;
566      bDescend = (flags & MASK_bDescend) != 0;
567      bFire = (flags & MASK_bFire) != 0;
568      bRollL = (flags & MASK_bRollL) != 0;
569      bRollR = (flags & MASK_bRollR) != 0;
570
571    }
572
573    //TODO: do not recieve data if you are the owner
574    if ( b == DATA_mouse /*&& this->getHostID()!=this->getOwner()*/ )
575    {
576      SYNCHELP_READ_FLOAT( mouseDir.w );
577      SYNCHELP_READ_FLOAT( mouseDir.v.x );
578      SYNCHELP_READ_FLOAT( mouseDir.v.y );
579      SYNCHELP_READ_FLOAT( mouseDir.v.z );
580    }
581  } while( b != 0 );
582
583  /*if ( b == DATA_mouse && this->getHostID()!=this->getOwner() )
584  {
585    SYNCHELP_READ_FLOAT( xMouse );
586    SYNCHELP_READ_FLOAT( yMouse );
587    SYNCHELP_READ_FLOAT( mouseSensitivity );
588    SYNCHELP_READ_FLOAT( cycle );
589}*/
590
591  if ( this->getOwner() != this->getHostID() )
592    SYNCHELP_READ_FKT( PNode::writeSync );
593
594  return SYNCHELP_READ_N;
595}
596
597
598
599int SpaceShip::readBytes( byte * data, int maxLength, int * reciever )
600{
601  SYNCHELP_WRITE_BEGIN();
602
603  if ( isOutOfSync() && !requestedSync() /*&& this->getHostID()!=this->getOwner()*/ )
604  {
605    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
606    setRequestedSync( true );
607    PRINTF(0)("REQUESTED STATE %d\n", this->getUniqueID());
608  }
609
610  int rec = this->getRequestSync();
611  if ( rec > 0 )
612  {
613    *reciever = rec;
614
615    PRINTF(0)("SEND STATE %d %d\n", this->getUniqueID(), rec);
616
617    SYNCHELP_WRITE_BYTE( (byte)DATA_state );
618
619    SYNCHELP_WRITE_FKT( WorldEntity::readState );
620    //SYNCHELP_WRITE_FLOAT( cycle );
621
622    return SYNCHELP_WRITE_N;
623  }
624
625  *reciever = 0;
626
627  if ( this->getHostID()==this->getOwner() )
628  {
629    int mask = 0;
630
631    if ( bUp )
632      mask |= MASK_bUp;
633    if ( bDown )
634      mask |= MASK_bDown;
635    if ( bLeft )
636      mask |= MASK_bLeft;
637    if ( bRight )
638      mask |= MASK_bRight;
639    if ( bAscend )
640      mask |= MASK_bAscend;
641    if ( bFire )
642      mask |= MASK_bFire;
643    if ( bRollL )
644      mask |= MASK_bRollL;
645    if ( bRollR )
646      mask |= MASK_bRollR;
647
648
649    //static float oldxMouse = xMouse + 1.0;
650    //static float oldyMouse = yMouse + 1.0;
651
652    if ( mask != oldMask )
653    {
654      oldMask = mask;
655      SYNCHELP_WRITE_BYTE( DATA_flags );
656      SYNCHELP_WRITE_INT( mask );
657    }
658#define __OFFSET_ROT 0.05
659    if ( fabs( oldMouseDir.w - mouseDir.w ) > __OFFSET_ROT ||
660         fabs( oldMouseDir.v.x - mouseDir.v.x ) > __OFFSET_ROT ||
661         fabs( oldMouseDir.v.y - mouseDir.v.y ) > __OFFSET_ROT ||
662         fabs( oldMouseDir.v.z - mouseDir.v.z ) > __OFFSET_ROT )
663    {
664      oldMouseDir = mouseDir;
665
666      SYNCHELP_WRITE_BYTE( DATA_mouse );
667      SYNCHELP_WRITE_FLOAT( mouseDir.w );
668      SYNCHELP_WRITE_FLOAT( mouseDir.v.x );
669      SYNCHELP_WRITE_FLOAT( mouseDir.v.y );
670      SYNCHELP_WRITE_FLOAT( mouseDir.v.z );
671    }
672
673  }
674
675  SYNCHELP_WRITE_BYTE( 0 );
676
677
678  if ( this->getOwner() == this->getHostID() )
679    SYNCHELP_WRITE_FKT( PNode::readSync );
680
681  return SYNCHELP_WRITE_N;
682}
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