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source: orxonox.OLD/trunk/src/world_entities/weapons/weapon_manager.cc @ 10543

Last change on this file since 10543 was 10543, checked in by nicolasc, 17 years ago

fixed weapon switch bug

File size: 17.3 KB
RevLine 
[4826]1
2/*
3   orxonox - the future of 3D-vertical-scrollers
4
5   Copyright (C) 2004 orx
6
7   This program is free software; you can redistribute it and/or modify
8   it under the terms of the GNU General Public License as published by
9   the Free Software Foundation; either version 2, or (at your option)
10   any later version.
11
12### File Specific
13   main-programmer: Patrick Boenzli
[4832]14   co-programmer: Benjamin Grauer
[4951]15
16   2005-07-24: Benjamin Grauer: restructurate, so it can handle the new Weapons.
[10437]17   2007-01-28: Patrick Boenzli: loadable slots
[4826]18*/
19
[9869]20#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
[4826]21
22#include "weapon_manager.h"
23#include "weapon.h"
[10437]24#include "weapon_slot.h"
[4834]25#include "crosshair.h"
[4828]26
[6561]27#include "playable.h"
28
[9869]29#include "util/loading/load_param_xml.h"
[7193]30#include "util/loading/factory.h"
[6055]31
[4837]32#include "t_animation.h"
[4826]33
34
[9869]35ObjectListDefinition(WeaponManager);
[4826]36/**
[6054]37 * @brief this initializes the weaponManager for a given nnumber of weapon slots
[4826]38 * @param number of weapon slots of the model/ship <= 8 (limitied)
39 */
[6142]40WeaponManager::WeaponManager(WorldEntity* parent)
[4826]41{
[4833]42  this->init();
[8844]43  this->setParentEntity(parent);
44
45  assert (parent != NULL);
[4826]46}
47
[4949]48WeaponManager::WeaponManager(const TiXmlElement* root)
49{
50  this->init();
51  this->loadParams(root);
52}
[4826]53
[4833]54/**
[6054]55 * @brief Destroys a WeaponManager
[4833]56 */
[4826]57WeaponManager::~WeaponManager()
58{
[4834]59  // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.)
[8147]60  // rennerc: crosshair seems not to delete itselve
[9869]61  //if (Crosshair::objectList().exists(this->crosshair))
62  //  delete this->crosshair;
[4826]63}
64
[4834]65/**
[6054]66 * @brief initializes the WeaponManager
[4834]67 */
[4833]68void WeaponManager::init()
69{
[9869]70  this->registerObject(this, WeaponManager::_objectList);
[4826]71
[8844]72  this->parentNode = NULL;
73  this->parentEntity = NULL;
[4951]74
75  for (int i = 0; i < WM_MAX_CONFIGS; i++)
76    for (int j = 0; j < WM_MAX_SLOTS; j++)
77      this->configs[i][j] = NULL;
78
79  for (int i = 0; i < WM_MAX_SLOTS; i++)
[4833]80  {
[10437]81    this->currentSlotConfig[i] = new WeaponSlot();
82    this->currentSlotConfig[i]->setCapability(WTYPE_ALL);
83    this->currentSlotConfig[i]->setCurrentWeapon(NULL);
84    this->currentSlotConfig[i]->setNextWeapon(NULL);
[4992]85
86    // NAMING
87    char* tmpName;
[9406]88    if (!this->getName().empty())
[4992]89    {
[9406]90      tmpName = new char[this->getName().size() + 10];
91      sprintf(tmpName, "%s_slot%d", this->getCName(), i);
[4992]92    }
93    else
94    {
95      tmpName = new char[30];
96      sprintf(tmpName, "WeaponMan_slot%d", i);
97    }
[10437]98    this->currentSlotConfig[i]->setName(tmpName);
99    this->currentSlotConfig[i]->deactivateNode();
[5208]100    delete[] tmpName;
[4833]101  }
[4895]102
[4951]103  for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++)
104    this->availiableWeapons[i] = NULL;
[4895]105
106
[4951]107  this->currentConfigID = 0;
[10368]108  this->slotCount = WM_MAX_SLOTS;
[8315]109  //this->weaponChange;
[4895]110
[4951]111  // CROSSHAIR INITIALISATION
[4834]112  this->crosshair = new Crosshair();
[6807]113  //this->crosshair->setRelCoor(1000,0,0);
[4837]114  this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize);
115  this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND);
116  this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR);
117  this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR);
118  this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR);
[10368]119
120  this->hideCrosshair();
121
122  this->bFire = false;
[4834]123}
[4833]124
[10368]125void WeaponManager::showCrosshair()
126{
127  this->crosshair->setVisibility( true);
128}
129
130void WeaponManager::hideCrosshair()
131{
132  this->crosshair->setVisibility( false);
133}
134
135void WeaponManager::setRotationSpeed(float speed)
136{
137  this->crosshair->setRotationSpeed(speed);
138}
139
[4834]140/**
[7350]141 * @brief loads the settings of the WeaponManager
[4834]142 * @param root the XML-element to load from
143 */
144void WeaponManager::loadParams(const TiXmlElement* root)
145{
[6512]146  BaseObject::loadParams(root);
[4972]147
[5671]148  LoadParam(root, "slot-count", this, WeaponManager, setSlotCount)
[6736]149  .describe("how many slots(cannons) the WeaponManager can handle");
[4834]150
[5644]151  LOAD_PARAM_START_CYCLE(root, element);
[5654]152  {
153    // CHECK IF THIS WORKS....
154    LoadParamXML_CYCLE(element, "weapons", this, WeaponManager, loadWeapons)
[6736]155    .describe("loads Weapons");
[5654]156  }
[5644]157  LOAD_PARAM_END_CYCLE(element);
[4833]158}
159
[4826]160/**
[7350]161 * @brief loads a Weapon onto the WeaponManager
[4834]162 * @param root the XML-element to load the Weapons from
163 */
164void WeaponManager::loadWeapons(const TiXmlElement* root)
165{
[5644]166  LOAD_PARAM_START_CYCLE(root, element);
[4834]167
[8315]168  BaseObject* object = Factory::fabricate(element);
169  if (object != NULL)
170  {
171    Weapon* newWeapon = dynamic_cast<Weapon*>(object);
172    if (newWeapon == NULL)
173      delete object;
174  }
[5644]175  LOAD_PARAM_END_CYCLE(element);
[4834]176}
177
[4992]178/**
[7350]179 * @brief sets the Parent of the WeaponManager.
[4992]180 * @param parent the parent of the WeaponManager
181 *
182 * this is used, to identify to which ship/man/whatever this WeaponManager is connected.
183 * also all the Slots will be subconnected to this parent.
[5435]184 *
185 * The reason this function exists is that the WeaponManager is neither a WorldEntity nor
186 * a PNode.
[4992]187 */
[8844]188void WeaponManager::setParentEntity(WorldEntity* parent)
[4953]189{
[8844]190  this->parentEntity = parent;
191  if (this->parentNode == NULL)
192    this->setParentNode(parent);
193}
194
195
196void WeaponManager::setParentNode(PNode* parent)
197{
198  this->parentNode = parent;
199  assert(parent != NULL);
200
201  if (this->parentNode != NULL)
[4953]202  {
203    for (int i = 0; i < WM_MAX_SLOTS; i++)
[10437]204      this->parentNode->addChild(this->currentSlotConfig[i]);
[4953]205  }
[8844]206
[4953]207}
208
[8844]209
[4834]210/**
[7350]211 * @brief sets the number of Slots the WeaponManager has
[4926]212 * @param slotCount the number of slots
[4834]213 */
[4951]214void WeaponManager::setSlotCount(unsigned int slotCount)
[4834]215{
[4951]216  if (slotCount <= WM_MAX_SLOTS)
217    this->slotCount = slotCount;
218  else
219    this->slotCount = WM_MAX_SLOTS;
[4834]220}
221
[4972]222
223/**
[7350]224 * @brief sets the position of the Slot relative to the parent
[4972]225 * @param slot the slot to set-up
226 * @param position the position of the given slot
227 */
[6803]228void WeaponManager::setSlotPosition(int slot, const Vector& position, PNode* parent)
[4953]229{
230  if (slot < this->slotCount)
[6803]231  {
[10437]232    this->currentSlotConfig[slot]->setRelCoor(position);
[6803]233
234    if (parent != NULL)
[10437]235      this->currentSlotConfig[slot]->setParent(parent);
[6803]236  }
[4953]237}
238
[4972]239
240/**
[7350]241 * @brief sets the relative rotation of the slot to its parent
[4972]242 * @param slot the slot to set-up
243 * @param rotation the relative rotation of the given slot
244 */
[4969]245void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation)
246{
247  if (slot < this->slotCount)
[10437]248    this->currentSlotConfig[slot]->setRelDir(rotation);
[4969]249}
250
251
[4834]252/**
[7350]253 * @brief adds a weapon to the selected weaponconfiguration into the selected slot
[4972]254 * @param weapon the weapon to add
255 * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot
256 * @param slotID an identifier for the weapon configuration, number between 0..3
[4832]257 *
258 * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be
[4906]259 * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free
[4832]260 * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be
261 * a error message.
[4826]262 */
[6561]263bool WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID)
[4826]264{
[6753]265  if ( weapon == NULL )
[6737]266    return false;
[6679]267
[4951]268  if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount))
[4826]269  {
[6679]270    PRINTF(2)("Slot %d of config %d is not availiabe (max: %d) searching for suitable slot\n", slotID, configID, this->slotCount);
271    if (configID >= WM_MAX_CONFIGS)
272      configID = -1;
273    if (slotID >= (int)this->slotCount)
274      slotID = -1;
[4951]275  }
[6679]276  // if no ConfigID is supplied set to Current Config.
277  if (configID <= -1)
278    configID = this->currentConfigID;
279  //
280  if (configID > -1 && slotID == -1)
281  {
282    slotID = this->getNextFreeSlot(configID, weapon->getCapability());
283    if (slotID == -1)
284      configID = -1;
285  }
[4951]286
[6676]287  if (configID > 0 && slotID > 0 && this->configs[configID][slotID] != NULL)
288  {
[9406]289    PRINTF(3)("Weapon-slot %d/%d of %s already poulated, remove weapon (%s::%s) first\n", configID, slotID, this->getCName(), weapon->getClassCName(), weapon->getCName());
[6676]290    return false;
291  }
[4951]292
[6676]293  if (slotID <= -1) // WM_FREE_SLOT
[4951]294  {
[5441]295    slotID = this->getNextFreeSlot(configID, weapon->getCapability());
[4951]296    if( slotID < 0 || slotID >= this->slotCount)
[4826]297    {
[5441]298      PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n");
[6561]299      return false;
[4826]300    }
301  }
[4953]302
[10437]303  if (!(this->currentSlotConfig[slotID]->getCapability() & weapon->getCapability() & WTYPE_ALLKINDS) &&
304      this->currentSlotConfig[slotID]->getCapability() & weapon->getCapability() & WTYPE_ALLDIRS)
[5441]305  {
306    PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n",
[10437]307              slotID, weapon->getCapability(), this->currentSlotConfig[slotID]->getCapability());
[6561]308    return false;
[5441]309  }
310
[4953]311  //! @todo check if the weapon is already assigned to another config in another slot
[6714]312  if (this->configs[configID][slotID] != NULL)
313    return false;
[6676]314
[4951]315  this->configs[configID][slotID] = weapon;
[6669]316  weapon->setAmmoContainer(this->getAmmoContainer(weapon->getProjectileType()));
[6736]317  if(configID == this->currentConfigID)
[10438]318    this->currentSlotConfig[slotID]->setNextWeapon(weapon);
[8844]319  //if (this->parent != NULL)
[6142]320  {
[8844]321    this->parentNode->addChild(weapon);
[9869]322    if (this->parentEntity->isA(Playable::staticClassID()))
[8844]323      dynamic_cast<Playable*>(this->parentEntity)->weaponConfigChanged();
[10437]324
[6920]325    weapon->setDefaultTarget(this->crosshair);
[6142]326  }
[9869]327  PRINTF(4)("Added a new Weapon (%s::%s) to the WeaponManager: config %i/ slot %i\n", weapon->getClassCName(), weapon->getCName(), configID, slotID);
[6561]328  return true;
[4826]329}
330
[4834]331/**
[6931]332 * @brief increases the Energy of the WeaponContainer of type (projectileType)
333 * @param projectileType the type of weapon to increase Energy from
334 * @param ammo the ammo to increase
335 */
[9869]336float WeaponManager::increaseAmmunition(const ClassID& projectileType, float ammo)
[6931]337{
338  return this->getAmmoContainer(projectileType)->increaseEnergy(ammo);
339}
340
[6972]341/**
[10368]342 * @brief does the same as the funtion increaseAmmunition, added four your convenience
[6972]343 * @param weapon, the Weapon to read the ammo-info about.
344 * @param ammo how much ammo to add.
345 */
[10368]346float WeaponManager::increaseAmmunition(const Weapon* weapon, float ammo)
[6972]347{
348  assert (weapon != NULL);
[9869]349  return this->increaseAmmunition(weapon->getClassID(), ammo);
[6931]350
[6972]351}
[6931]352
[6972]353
[6931]354/**
[4954]355 * sets the capabilities of a Slot
356 * @param slot the slot to set the capability
[10437]357 * @param slotCapability the capability @see WeaponSlotCapability
[4954]358 */
359void WeaponManager::setSlotCapability(int slot, long slotCapability)
360{
361  if (slot > slotCount)
362    return;
[10437]363  this->currentSlotConfig[slot]->setCapability(slotCapability);
[4954]364}
365
366
367/**
[4834]368 * removes a Weapon from the WeaponManager
[4954]369 *
370 * !! The weapon must be inactive before you can delete it,    !!
371 * !! because it will still be deactivated (if it is selected) !!
[4834]372 */
[4826]373void WeaponManager::removeWeapon(Weapon* weapon, int configID)
374{
[4954]375  if (weapon == NULL)
376    return;
377  if (configID < 0)
378  {
379    for (int j = 0; j < WM_MAX_SLOTS; j++)
380    {
381      for (int i = 0; i < WM_MAX_CONFIGS; i++)
382      {
383        if (this->configs[i][j] == weapon)
384          this->configs[i][j] = NULL;
385      }
[10437]386      if (this->currentSlotConfig[j]->getCurrentWeapon() == weapon)
[4954]387      {
[10437]388        this->currentSlotConfig[j]->setNextWeapon(NULL);
[4954]389      }
390    }
391  }
[4826]392}
393
394
395/**
[4832]396 * changes to the next weapon configuration
[4826]397 */
[4954]398void WeaponManager::nextWeaponConfig()
[4826]399{
[4951]400  ++this->currentConfigID;
401  if (this->currentConfigID >= WM_MAX_CONFIGS)
402    this->currentConfigID = 0;
[4952]403  this->changeWeaponConfig(this->currentConfigID);
404}
[4826]405
[4953]406/**
407 * changes to the previous configuration
408 */
[4952]409void WeaponManager::previousWeaponConfig()
410{
411  --this->currentConfigID;
412  if (this->currentConfigID < 0)
413    this->currentConfigID = WM_MAX_CONFIGS -1;
414  this->changeWeaponConfig(this->currentConfigID);
415}
416
[4953]417/**
418 * change to a desired configuration
419 * @param weaponConfig the configuration to jump to.
420 */
[4952]421void WeaponManager::changeWeaponConfig(int weaponConfig)
422{
423  this->currentConfigID = weaponConfig;
424  PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID);
[10368]425
[4951]426  for (int i = 0; i < WM_MAX_SLOTS; i++)
[10438]427    this->currentSlotConfig[i]->setNextWeapon(this->configs[currentConfigID][i]);
[4826]428}
429
430
431/**
[4832]432 * triggers fire of all weapons in the current weaponconfig
[4826]433 */
[4832]434void WeaponManager::fire()
[4826]435{
436  Weapon* firingWeapon;
[4951]437  for(int i = 0; i < this->slotCount; i++)
[4826]438  {
[10368]439//     printf("%i ", i);
[10526]440    firingWeapon = this->currentSlotConfig[i]->getCurrentWeapon();
441    if( firingWeapon != NULL)
442    {
443      if( firingWeapon->getCurrentState() == WS_SHOOTING) continue;
444      firingWeapon->requestAction(WA_SHOOT);
445    }
[10368]446  }
447//   printf("\n");
448  /*
449        this->crosshair->setRotationSpeed(500);
450        this->crossHairSizeAnim->replay();
451  */
452}
453
454/**
[10539]455 * triggers release fire of all weapons in the current weaponconfig
[10368]456 */
457void WeaponManager::releaseFire()
458{
459  Weapon* firingWeapon;
460  for(int i = 0; i < this->slotCount; i++)
461  {
[10438]462    firingWeapon = this->currentSlotConfig[i]->getCurrentWeapon();
[10528]463    if( firingWeapon != NULL)
464      firingWeapon->requestAction(WA_NONE);
[4826]465  }
[10368]466
467  /*
[4837]468  this->crosshair->setRotationSpeed(500);
469  this->crossHairSizeAnim->replay();
[10368]470  */
[4826]471}
472
473/**
[4832]474 * triggers tick of all weapons in the current weaponconfig
475 * @param second passed since last tick
[4826]476 */
[4833]477void WeaponManager::tick(float dt)
[4826]478{
[4951]479  Weapon* tickWeapon;
480
[10368]481
[4951]482  for(int i = 0; i < this->slotCount; i++)
[4826]483  {
[10368]484
485    //NICE LITTLE DEBUG FUNCTION
[10437]486    /*   if (this->currentSlotConfig[i]->currentWeapon != NULL || this->currentSlotConfig[i]->nextWeapon != NULL)
487      printf("%p %p\n", this->currentSlotConfig[i]->currentWeapon, this->currentSlotConfig[i]->nextWeapon);*/
[4951]488
[6736]489    // current Weapon in Slot i
[10438]490    tickWeapon = this->currentSlotConfig[i]->getCurrentWeapon();
[6736]491    // On A change (current != next)
[10438]492    if (tickWeapon != this->currentSlotConfig[i]->getNextWeapon())
[4951]493    {
[6736]494      // if a Weapon is Active in slot i, deactivate it.
495      if (tickWeapon != NULL )
[4951]496      {
[6736]497        if (tickWeapon->isActive())
[4953]498        {
[6736]499          tickWeapon->requestAction(WA_DEACTIVATE);
500          continue;
[4953]501        }
[6055]502        else
[6736]503        {
504          tickWeapon->toList(OM_NULL);
[10438]505          this->currentSlotConfig[i]->setCurrentWeapon(NULL);
[6736]506        }
[4951]507      }
[6736]508      // switching to next Weapon
[10438]509      this->currentSlotConfig[i]->setCurrentWeapon(this->currentSlotConfig[i]->getNextWeapon());
510      tickWeapon = this->currentSlotConfig[i]->getCurrentWeapon();
[10437]511
[6736]512      if (tickWeapon != NULL)
513      {
[10368]514        //if (this->parent != NULL)
515        tickWeapon->toList(this->parentEntity->getOMListNumber());
[6736]516        tickWeapon->requestAction(WA_ACTIVATE);
[10437]517        this->currentSlotConfig[i]->activateNode();
518        tickWeapon->setParent(this->currentSlotConfig[i]);
[6736]519      }
520      else
[10437]521        this->currentSlotConfig[i]->deactivateNode();
[9869]522      if (this->parentEntity != NULL && this->parentEntity->isA(Playable::staticClassID()))
[8844]523        dynamic_cast<Playable*>(this->parentEntity)->weaponConfigChanged();
[4951]524    }
[10543]525//     else if (unlikely(tickWeapon != NULL && tickWeapon->getCurrentState() == WS_DEACTIVATING))
526//       this->currentSlotConfig[i]->setNextWeapon(NULL);
[4826]527  }
528}
529
530
531/**
[4832]532 * triggers draw of all weapons in the current weaponconfig
[4826]533 */
[4951]534void WeaponManager::draw() const
[4826]535{
[8315]536  assert(false || "must not be called");
[4951]537  Weapon* drawWeapon;
538  for (int i = 0; i < this->slotCount; i++)
[4826]539  {
[10438]540    drawWeapon = this->currentSlotConfig[i]->getCurrentWeapon();
[4951]541    if( drawWeapon != NULL && drawWeapon->isVisible())
542      drawWeapon->draw();
[4826]543  }
544}
545
546
547/**
[4832]548 * private gets the next free slot in a certain weaponconfig
[6669]549 * @param the selected weaponconfig -1 if none found
[4826]550 */
[5440]551int WeaponManager::getNextFreeSlot(int configID, long capability)
[4826]552{
[6676]553  if (configID == -1)
[4826]554  {
[6676]555    for (configID = 0; configID < WM_MAX_CONFIGS; configID++)
556      for( int i = 0; i < this->slotCount; ++i)
557      {
558        if( this->configs[configID][i] == NULL &&
[10437]559            (this->currentSlotConfig[i]->getCapability() & capability & WTYPE_ALLKINDS) &&
560            (this->currentSlotConfig[i]->getCapability() & capability & WTYPE_ALLDIRS))
[6676]561          return i;
[6736]562      }
[4826]563  }
[6676]564  else
565  {
566    for( int i = 0; i < this->slotCount; ++i)
567    {
568      if( this->configs[configID][i] == NULL &&
[10437]569          (this->currentSlotConfig[i]->getCapability() & capability & WTYPE_ALLKINDS) &&
570          (this->currentSlotConfig[i]->getCapability() & capability & WTYPE_ALLDIRS))
[6676]571        return i;
572    }
573  }
[4826]574  return -1;
575}
576
[9869]577CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(const ClassID& projectileType)
[6669]578{
579  for (unsigned int i = 0; i < this->ammo.size(); i++)
580  {
581    if (this->ammo[i]->getProjectileType() == projectileType)
582      return this->ammo[i];
583  }
584  this->ammo.push_back(CountPointer<AmmoContainer>(new AmmoContainer(projectileType)));
585  return this->ammo.back();
586}
[4951]587
[6972]588CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(const Weapon* weapon)
589{
590  assert (weapon != NULL);
[9869]591  return (this->getAmmoContainer(weapon->getClassID()));
[6972]592}
[4951]593
[6972]594
[4953]595/**
596 * outputs some nice debug information about the WeaponManager
597 */
[4951]598void WeaponManager::debug() const
599{
600  PRINT(3)("WeaponManager Debug Information\n");
601  PRINT(3)("-------------------------------\n");
602  PRINT(3)("current Config is %d\n", this->currentConfigID);
603  for (int i = 0; i < WM_MAX_CONFIGS; i++)
604  {
605    PRINT(3)("Listing Weapons in Configuration %d\n", i);
606    for (int j = 0; j < WM_MAX_SLOTS; j++)
607    {
608      if (this->configs[i][j] != NULL)
[9406]609        PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassCName());
[4951]610    }
611  }
612}
[10437]613
614
615long WeaponManager::getSlotCapability(int slot) const
616{
617  return this->currentSlotConfig[slot]->getCapability();
618}
619
620const Vector& WeaponManager::getSlotPosition(int slot) const
621{
622  return this->currentSlotConfig[slot]->getRelCoor();
623}
624
625Weapon* WeaponManager::getWeapon(int slotID) const
626{
627  return (slotID >= 0 && slotID < this->slotCount)? this->currentSlotConfig[slotID]->getNextWeapon(): NULL;
628}
629
630
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