- Timestamp:
- Oct 2, 2015, 11:03:31 PM (10 years ago)
- Location:
- code/branches/towerdefenseFabien/src/modules/weapons/projectiles
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/towerdefenseFabien/src/modules/weapons/projectiles/IceGunProjectile.cc
r10606 r10608 76 76 77 77 bool IceGunProjectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) 78 { 78 { 79 79 bool bCollision = Projectile::collidesAgainst(otherObject, cs, contactPoint); 80 80 81 81 if (bCollision) 82 82 { 83 // If there was a collision, attach a IceGunFreezer to the hit object. 83 84 IceGunFreezer* freezer = new IceGunFreezer(this->getContext()); 84 85 freezer->setFreezeTime(freezeTime_); … … 89 90 freezer->setPosition(Vector3(0,0,0)); 90 91 freezer->translate(offset, WorldEntity::World); 92 // Start the freezing effect. 91 93 freezer->startFreezing(); 92 94 } -
code/branches/towerdefenseFabien/src/modules/weapons/projectiles/IceGunProjectile.h
r10606 r10608 47 47 /** 48 48 @brief 49 The IceGunProjectile is a projectile that may split up into many child projectiles.49 The IceGunProjectile is a projectile that attaches a IceGunFreezer to the hit object. This object gets slowed down by the IceGunFreezer. 50 50 @author 51 51 Fabien Vultier
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