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Timestamp:
Mar 18, 2005, 11:52:15 AM (20 years ago)
Author:
bensch
Message:

orxonox/trunk: merged trunk back to levelloader
merged with command:
svn merge -r 3499:HEAD trunk branches/levelloader

Conflicts in
C track_manager.h
C world_entities/player.cc
C world_entities/player.h
C world_entities/environment.h
C lib/coord/p_node.cc
C defs/debug.h
C track_manager.cc
C story_entities/campaign.h

solved in merge-favouring. It was quite easy because Chris only worked on the headers, and he didi it quite clean. Thats the spirit :)

Conflits in world.cc are a MESS: fix it

File:
1 edited

Legend:

Unmodified
Added
Removed
  • orxonox/branches/levelloader/src/world_entities/player.h

    r3542 r3605  
    99#include "world_entity.h"
    1010
     11template<class T> class tList;
    1112class OBJModel;
     13class Weapon;
    1214
    1315//! Basic controllable WorldEntity
     
    1921  Player(bool isFree = false);
    2022  Player(TiXmlElement* root);
    21   ~Player();
     23  virtual ~Player();
     24
     25  void addWeapon(Weapon* weapon);
     26  void removeWeapon(Weapon* weapon);
    2227 
    2328  virtual void postSpawn();
    24   virtual void tick(float time);
    25   virtual void hit(WorldEntity* weapon, Vector loc);
    26   virtual void destroy();
     29  virtual void leftWorld();
     30  virtual void hit(WorldEntity* weapon, Vector* loc);
    2731  virtual void collide(WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags);
     32
     33  virtual void tick(float time); 
     34  virtual void draw();
     35
    2836  virtual void command(Command* cmd);
    29  
    30   virtual void draw();
    31   // virtual void getLookat(Location* locbuf);
    32  
    33   virtual void leftWorld();
    3437 
    3538 private:
     
    4144  bool bDescend;         //!< descend button presses.
    4245  bool bFire;            //!< fire button pressed.
     46  bool bWeaponChange;    //!< weapon change button pressed
     47
     48  tList<Weapon>* weapons;//!< a list of weapon
     49  Weapon* activeWeapon;  //!< the weapon that is currenty activated
    4350
    4451  Vector velocity;       //!< the velocity of the player.
     
    4754 
    4855  void move(float time);
     56  void fire(void);
    4957 
    5058};
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