- Timestamp:
- Nov 1, 2015, 1:05:54 PM (9 years ago)
- File:
-
- 1 edited
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code/branches/fabienHS15/src/orxonox/worldentities/pawns/Pawn.h
r10692 r10739 116 116 { return this->shieldAbsorption_; } 117 117 118 // 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); 134 133 135 134 inline ControllableEntity* getLastHitOriginator() const 136 135 { return this->lastHitOriginator_; } 137 136 138 //virtual void hit(Pawn* originator, const Vector3& force, float damage);139 //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);140 137 virtual void hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); 141 138 virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); … … 210 207 virtual void spawneffect(); 211 208 212 //virtual void damage(float damage, Pawn* originator = 0);213 209 virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL, const btCollisionShape* cs = NULL); 214 210 … … 229 225 float initialShieldHealth_; 230 226 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_; 234 230 235 231 float damageMultiplier_; ///< Used by the Damage Boost Pickup. … … 238 234 239 235 WeaponSystem* weaponSystem_; 240 bool b Reload_;236 bool bShieldRecharging_; 241 237 242 238 std::string spawnparticlesource_;
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