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Ignore:
Timestamp:
Nov 1, 2015, 10:25:57 PM (8 years ago)
Author:
fvultier
Message:
 
File:
1 edited

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  • code/branches/fabienHS15/src/orxonox/worldentities/pawns/Pawn.cc

    r10739 r10746  
    6161
    6262        this->bAlive_ = true;
    63         this->bShieldRecharging_ = false;
    6463
    6564        this->health_ = 0;
     
    7170        this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max
    7271        this->shieldAbsorption_ = 0.5;
    73 
    7472        this->shieldRechargeRate_ = 0;
    7573        this->shieldRechargeWaitTime_ = 1.0f;
     
    153151    void Pawn::registerVariables()
    154152    {
    155         registerVariable(this->bAlive_,           VariableDirection::ToClient);
    156         registerVariable(this->health_,           VariableDirection::ToClient);
    157         registerVariable(this->maxHealth_,        VariableDirection::ToClient);
    158         registerVariable(this->shieldHealth_,     VariableDirection::ToClient);
    159         registerVariable(this->maxShieldHealth_,  VariableDirection::ToClient);
    160         registerVariable(this->shieldAbsorption_, VariableDirection::ToClient);
    161         registerVariable(this->bShieldRecharging_,          VariableDirection::ToServer);
    162         registerVariable(this->aimPosition_,      VariableDirection::ToServer);  // For the moment this variable gets only transfered to the server
     153        registerVariable(this->bAlive_,            VariableDirection::ToClient);
     154        registerVariable(this->health_,            VariableDirection::ToClient);
     155        registerVariable(this->maxHealth_,         VariableDirection::ToClient);
     156        registerVariable(this->shieldHealth_,      VariableDirection::ToClient);
     157        registerVariable(this->maxShieldHealth_,   VariableDirection::ToClient);
     158        registerVariable(this->shieldAbsorption_,  VariableDirection::ToClient);
     159        registerVariable(this->aimPosition_,       VariableDirection::ToServer);  // For the moment this variable gets only transfered to the server
    163160    }
    164161
     
    167164        SUPER(Pawn, tick, dt);
    168165
    169         this->bShieldRecharging_ = false;
    170 
     166        // Recharge the shield
    171167        // TODO: use the existing timer functions instead
    172168        if(this->shieldRechargeWaitCountdown_ > 0)
     
    252248        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
    253249        {
     250            // Health-damage cannot be absorbed by shields.
     251            // Shield-damage only reduces shield health.
     252            // Normal damage can be (partially) absorbed by shields.
     253
    254254            if (shielddamage >= this->getShieldHealth())
    255255            {
     
    480480    }
    481481
    482     void Pawn::reload()
    483     {
    484         this->bShieldRecharging_ = true;
    485     }
    486 
    487482    void Pawn::postSpawn()
    488483    {
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