Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

Changeset 3886 in orxonox.OLD for orxonox/trunk/src/world_entities/weapon.h


Ignore:
Timestamp:
Apr 18, 2005, 11:59:13 PM (20 years ago)
Author:
patrick
Message:

orxonox/trunk: cleaned up the weapon/test_gun class. now it makes more sense.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • orxonox/trunk/src/world_entities/weapon.h

    r3881 r3886  
    3838class Projectile;
    3939class Weapon;
     40class Animation3D;
    4041
    4142typedef enum {
     
    6667#define W_CONFIG2 2
    6768#define W_CONFIG3 3
     69
     70//! a weapon can be left or right sided
     71#define W_LEFT 0
     72#define W_RIGHT 1
    6873
    6974//! this is a weapon Configuration: it has up to 8 slots
     
    155160 protected:
    156161  tList<WorldEntity>* worldEntities;
    157   float localTime;
    158   float idleTime;
    159   float slowDownFactor;
     162  float localTime;                 //<! this is the local time. important for shooting attributes like frequency
     163  float idleTime;                  //<! the time a weapon needs before it can shoot again. eg. shooting frequency or actication/deactivateion delay
     164  float slowDownFactor;            //<! if the shooting frequency is a linear function of time...
     165
     166  PNode* objectComponent1;         //<! the gun is made of multiple parts, these PNodes represent their location and orientation
     167  PNode* objectComponent2;
     168  PNode* objectComponent3;
     169
     170  Animation3D* animation1;
     171  Animation3D* animation2;
     172  Animation3D* animation3;
     173
     174  Vector* projectileOffset;
     175  int leftRight;   // this will become an enum
    160176
    161177 private:
    162   bool enabled;
    163   Projectile* projectile;
     178  bool enabled;                    //<! states if the weapon is enabled or not
     179  Projectile* projectile;          //<! the projectile used for this weapon
    164180  //WeaponSound sound;
    165181};
Note: See TracChangeset for help on using the changeset viewer.