Changeset 10698 in orxonox.OLD for trunk/src/world_entities/weapons/weapon.cc
- Timestamp:
- Jun 14, 2007, 5:33:43 PM (17 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
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trunk/src/world_entities/weapons/weapon.cc
r10529 r10698 134 134 for(int i = 0; i < this->barrels; i++){ 135 135 this->emissionPoint[i] = new PNode; 136 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 Projectiles136 this->emissionPoint[i]->setParent(this); //Parenting emissionPoint to Weapons 137 137 this->emissionPoint[i]->setName("EmissionPoint"); 138 138 this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); … … 158 158 // set this object to be synchronized over network 159 159 //this->setSynchronized(true); 160 }161 162 /**163 * needed, if there are more than one barrel or segments164 */165 void Weapon::init2()166 {167 if (this->barrels == 1 && this->segs == 1)168 return;169 170 delete this->emissionPoint[0];171 delete this->emissionPoint;172 delete this->shootAnim[0];173 delete this->shootAnim;174 175 this->shootAnim = new Animation3D**[this->barrels];176 this->emissionPoint = new PNode*[this->barrels];177 for(int i = 0; i < this->barrels; i++){178 this->emissionPoint[i] = new PNode;179 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 Projectiles180 this->emissionPoint[i]->setName("EmissionPoint");181 this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);182 this->shootAnim[i] = new Animation3D* [this->segs];183 }184 }185 186 /**187 * deconstructor for init2188 */189 void Weapon::deconstr()190 {191 for(int i = 0; i < this->barrels; i++) {192 delete this->emissionPoint[i];193 for (int j = 0; j < this->segs; j++)194 delete this->shootAnim[i][j];195 delete this->shootAnim[i];196 }197 198 delete this->emissionPoint;199 delete this->shootAnim;200 160 } 201 161
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