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Ignore:
Timestamp:
Jan 17, 2007, 6:15:21 PM (17 years ago)
Author:
nicolasc
Message:

working spikeballs

File:
1 edited

Legend:

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Added
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  • branches/playability/src/world_entities/weapons/spike_launcher.cc

    r10224 r10271  
    239239void SpikeLauncher::fire()
    240240{
    241   // temporary solution to test the module
    242241  updateFireDir(VECTOR_RAND(1), 20);
    243242
    244   printf("firing spikes\n");
    245243  Projectile* pj = NULL;
    246244  for (int i = 0; i < this->spikes; i++)
     
    250248      return;
    251249
    252 //     pj->setVelocity(this->getVelocity()+(this->getAbsDir().apply(Vector(1,0,0))*115.0 + VECTOR_RAND(10)));
    253250    pj->setVelocity(this->launcher[i].getNormalized() * 300.0);
    254251
     
    257254    Quaternion q;
    258255    pj->setRelDir(q.lookAt(Vector(), this->launcher[i], VECTOR_RAND(1)));
    259 //     pj->setRelDir(90, this->launcher[i].x, this->launcher[i].y, this->launcher[i].z);
    260 
    261 /*    pj->toList(this->getOMListNumber());*/
     256
    262257    pj->activate();
    263258  }
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