Changeset 10698 in orxonox.OLD for trunk/src/world_entities/weapons/heavy_blaster.cc
- Timestamp:
- Jun 14, 2007, 5:33:43 PM (17 years ago)
- File:
-
- 1 edited
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- Unmodified
- Added
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trunk/src/world_entities/weapons/heavy_blaster.cc
r10618 r10698 98 98 // this->model = (Model*)ResourceManager::getInstance()->load("models/guns/test_gun.obj", OBJ, RP_CAMPAIGN); 99 99 100 this->loadModel("models/guns/frag_cannon .obj", .4);100 this->loadModel("models/guns/frag_cannon2.obj", .4); 101 101 102 102 … … 131 131 this->objComp[i] = new PNode* [this->getSegs()]; 132 132 this->emissionPoint[i] = new PNode; 133 this->emissionPoint[i]->setParent(this); //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles133 this->emissionPoint[i]->setParent(this); //Parenting emissionPoint to Weapons 134 134 this->emissionPoint[i]->setName("EmissionPoint"); 135 135 this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); … … 156 156 157 157 158 // Animation3D* animB0Shoot = this->getAnimation(WS_SHOOTING0, this->objComp[0][0]);159 // Animation3D* animB1Shoot = this->getAnimation(WS_SHOOTING1, this->objComp2);160 // Animation3D* animB2Shoot = this->getAnimation(WS_SHOOTING2, this->objComp3);161 // Animation3D* animT0Shoot = this->getAnimation(WS_SHOOTING3, this->objComp[0][1]);162 // Animation3D* animT1Shoot = this->getAnimation(WS_SHOOTING4, this->objComp5);163 // Animation3D* animT2Shoot = this->getAnimation(WS_SHOOTING5, this->objComp6);164 165 166 // this->shootAnim[0][0]->setInfinity(ANIM_INF_CONSTANT);167 // animB1Shoot->setInfinity(ANIM_INF_CONSTANT);168 // animB2Shoot->setInfinity(ANIM_INF_CONSTANT);169 // animT0Shoot->setInfinity(ANIM_INF_CONSTANT);170 // animT1Shoot->setInfinity(ANIM_INF_CONSTANT);171 // animT2Shoot->setInfinity(ANIM_INF_CONSTANT);172 173 158 for (int i = 0; i < this->getBarrels(); i++){ 174 this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.0 5, ANIM_LINEAR, ANIM_NULL);159 this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.01, ANIM_LINEAR, ANIM_NULL); 175 160 this->shootAnim[i][0]->addKeyFrame(Vector(-0.3, 0.0, 0.0), Quaternion(), 0.9, ANIM_LINEAR, ANIM_NULL); 176 this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5 5, ANIM_LINEAR, ANIM_NULL);177 178 this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0. 05, ANIM_LINEAR, ANIM_NULL);161 this->shootAnim[i][0]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.5, ANIM_LINEAR, ANIM_NULL); 162 163 this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.1, ANIM_LINEAR, ANIM_NULL); 179 164 this->shootAnim[i][1]->addKeyFrame(Vector(-0.4, 0.0, 0.0), Quaternion(), 1.2, ANIM_LINEAR, ANIM_NULL); 180 this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.2 5, ANIM_LINEAR, ANIM_NULL);165 this->shootAnim[i][1]->addKeyFrame(Vector(0.0, 0.0, 0.0), Quaternion(), 0.2, ANIM_LINEAR, ANIM_NULL); 181 166 } 182 167 … … 186 171 animation2->setInfinity(ANIM_INF_CONSTANT); 187 172 animation3->setInfinity(ANIM_INF_CONSTANT); 188 189 // this->setEmissionPoint(3.8, 1.2, 0, 0);190 173 191 174 animation2->addKeyFrame(Vector(0.0, -1.0, 0.0), Quaternion(), 0.3, ANIM_LINEAR, ANIM_NULL); … … 207 190 pj->setParent(PNode::getNullParent()); 208 191 209 // pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*250 + VECTOR_RAND(5));210 // pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1));211 192 pj->setVelocity(this->getAbsDir().apply(Vector(1,0,0))*130 + VECTOR_RAND(1)); 212 193 213 194 pj->setAbsCoor(this->emissionPoint[this->activeBarrel]->getAbsCoor()); 214 // pj->setAbsCoor(this->getEmissionPoint(0));215 195 pj->setAbsDir(this->getAbsDir()); 216 // pj->toList(OM_GROUP_01_PROJ);217 196 pj->activate(); 218 197
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