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Ignore:
Timestamp:
Jul 2, 2007, 3:57:53 PM (17 years ago)
Author:
nicolasc
Message:

some minor cleanup

File:
1 edited

Legend:

Unmodified
Added
Removed
  • branches/presentation/src/world_entities/weapons/weapon.h

    r10771 r10772  
    193193
    194194    Animation3D* getShootAnim(int barrel, int seg) { return this->shootAnim[barrel][seg]; };
    195 //     void setShootAnim(int barrel, int seg, PNode* component) { this->shootAnim[barrel][seg] = this->getAnimation(barrel, seg, component); };
    196 
    197 //     void init2();
    198 //     void deconstr();
    199195
    200196    inline int getPreferedSide() { return this->preferedSide; }
     
    203199    inline void setEnergyWidgetInitialized(bool b) {this->isEnergyWidgetInitialized = b;};
    204200
     201    //some functions for conveneance
    205202    inline const Vector& getObjComp(int barrel, int seg) const { return this->objComp[barrel][seg]->getAbsCoor(); };
    206203    inline const float getObjCompx(int barrel, int seg) const { return this->objComp[barrel][seg]->getAbsCoor().x; };
     
    259256    float                maxCharge;                        //!< The maximal energy to be loaded onto one projectile (this is only availible if chargeable is enabled)
    260257
    261     //OrxGui::GLGuiEnergyWidgetVertical* energyWidget;
    262 
    263258    PNode*               defaultTarget;                    //!< A target for targeting Weapons.
    264259
     
    277272    OrxSound::SoundBuffer  soundBuffers[WA_ACTION_COUNT];   //!< SoundBuffers for all actions @see WeaponAction.
    278273
    279     PNode*                 emissionPoint[MAX_BARRELS];                   //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default)
     274    PNode*                 emissionPoint[MAX_BARRELS];      //!< The point, where the projectiles are emitted.
    280275
    281276    bool                   hideInactive;                    //!< Hides the Weapon if it is inactive
     
    287282    int                    barrels;                         //!< # of barrels (max 4)
    288283    int                    segs;                            //!< # of segments, one barrel has (max 3)
    289     int                    activeBarrel;
     284    int                    activeBarrel;                    //!< set # of active barrel, count array wise (aka. 0 is the first)
    290285    Animation3D*           shootAnim[MAX_BARRELS][MAX_SEGMENTS];
    291286    PNode*                 objComp[MAX_BARRELS][MAX_SEGMENTS];
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