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Ignore:
Timestamp:
Nov 1, 2015, 1:05:54 PM (9 years ago)
Author:
fvultier
Message:

HUD improved. Corrected text rescaling. Renamed reload to shieldRecharge in Pawn.cc, … to avoid confusion with the weapon system.

File:
1 edited

Legend:

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Added
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  • code/branches/fabienHS15/src/orxonox/worldentities/pawns/Pawn.h

    r10692 r10739  
    116116                { return this->shieldAbsorption_; }
    117117
    118             // TODO: Rename to shieldRechargeRate
    119             virtual void setReloadRate(float reloadrate);
    120             inline float getReloadRate() const
    121                 { return this->reloadRate_; }
    122 
    123             virtual void setReloadWaitTime(float reloadwaittime);
    124             inline float getReloadWaitTime() const
    125                 { return this->reloadWaitTime_; }
    126 
    127             inline void resetReloadCountdown()
    128                 { this->reloadWaitCountdown_ = 0; }
    129 
    130             inline void startReloadCountdown()
    131                 { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } // TODO: Implement in Projectile.cc
    132 
    133             virtual void decreaseReloadCountdownTime(float dt);
     118            virtual void setShieldRechargeRate(float shieldRechargeRate);
     119            inline float getShieldRechargeRate() const
     120                { return this->shieldRechargeRate_; }
     121
     122            virtual void setShieldRechargeWaitTime(float shieldRechargeWaitTime);
     123            inline float getShieldRechargeWaitTime() const
     124                { return this->shieldRechargeWaitTime_; }
     125
     126            inline void resetShieldRechargeCountdown()
     127                { this->shieldRechargeWaitCountdown_ = 0; }
     128
     129            inline void startShieldRechargeCountdown()
     130                { this->shieldRechargeWaitCountdown_ = this->getShieldRechargeWaitTime(); } // TODO: Implement in Projectile.cc
     131
     132            virtual void decreaseShieldRechargeCountdownTime(float dt);
    134133
    135134            inline ControllableEntity* getLastHitOriginator() const
    136135                { return this->lastHitOriginator_; }
    137136
    138             //virtual void hit(Pawn* originator, const Vector3& force, float damage);
    139             //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
    140137            virtual void hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
    141138            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f);
     
    210207            virtual void spawneffect();
    211208
    212             //virtual void damage(float damage, Pawn* originator = 0);
    213209            virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL, const btCollisionShape* cs = NULL);
    214210
     
    229225            float initialShieldHealth_;
    230226            float shieldAbsorption_; ///< Has to be between 0 and 1
    231             float reloadRate_;
    232             float reloadWaitTime_;
    233             float reloadWaitCountdown_;
     227            float shieldRechargeRate_;
     228            float shieldRechargeWaitTime_;
     229            float shieldRechargeWaitCountdown_;
    234230
    235231            float damageMultiplier_; ///< Used by the Damage Boost Pickup.
     
    238234
    239235            WeaponSystem* weaponSystem_;
    240             bool bReload_;
     236            bool bShieldRecharging_;
    241237
    242238            std::string spawnparticlesource_;
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