- Timestamp:
- May 19, 2016, 5:04:41 PM (8 years ago)
- File:
-
- 1 edited
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code/branches/sagerjFS16/src/orxonox/weaponsystem/WeaponMode.h
r11185 r11189 24 24 * Fabian 'x3n' Landau 25 25 * Co-authors: 26 * ...26 * Johannes Sager 27 27 * 28 28 */ … … 110 110 111 111 // Fire 112 inline unsigned int getMaxCharges() 112 inline unsigned int getMaxCharges() // get the maximum of charges one can have 113 113 { return this->maxCharges_;} 114 inline unsigned int getCharges() 114 inline unsigned int getCharges() // get the current amount of charges 115 115 { return this->charges_;} 116 inline bool isChargeable() 116 inline bool isChargeable() // returns if the weaponmode is chargeable 117 117 { return this->chargeable_;} 118 118 inline void setDamage(float damage) … … 176 176 unsigned int initialMagazines_; 177 177 unsigned int munitionPerShot_; 178 unsigned int charges_; 179 unsigned int maxCharges_; 178 unsigned int charges_; // current amount of charges only matters for chargeable weapons(chargeable == true) 179 unsigned int maxCharges_; // maximum amount of charges (is initialized with 100 in weaponmode.cc) only matters for chargeable weapons(chargeable == true) 180 180 181 181 float reloadTime_; 182 bool bAutoReload_; // If true, the weapon reloads the magazine automatically.183 bool bParallelReload_; // If true, the weapon reloads in parallel to the magazine reloading.184 bool chargeable_; // If true, the weapon fires at release instead at push(where he charges up)182 bool bAutoReload_; // If true, the weapon reloads the magazine automatically. 183 bool bParallelReload_; // If true, the weapon reloads in parallel to the magazine reloading. 184 bool chargeable_; // If true, the weapon charges up on push and fires on release 185 185 186 186 float damage_; … … 202 202 203 203 Timer reloadTimer_; 204 bool bReloading_; // If true, this weapon mode is marked as reloading.204 bool bReloading_; // If true, this weapon mode is marked as reloading. 205 205 206 206 Vector3 muzzlePosition_; 207 207 Quaternion muzzleOrientation_; 208 208 209 std::string fireSoundPath_; // The path of the sound played when fireing210 float fireSoundVolume_; // The volume of the sound played when fireing211 std::vector<WorldSound*> fireSounds_; // List of sounds used by the weapon mode. Because multiple sounds may overlap, we need mor than one WorldSound instance.212 std::string reloadSoundPath_; // The path of the sound played when reloading213 float reloadSoundVolume_; // The volume of the sound played when reloading209 std::string fireSoundPath_; // The path of the sound played when fireing 210 float fireSoundVolume_; // The volume of the sound played when fireing 211 std::vector<WorldSound*> fireSounds_; // List of sounds used by the weapon mode. Because multiple sounds may overlap, we need mor than one WorldSound instance. 212 std::string reloadSoundPath_; // The path of the sound played when reloading 213 float reloadSoundVolume_; // The volume of the sound played when reloading 214 214 WorldSound* reloadSound_; 215 215 };
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