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Timestamp:
Jul 18, 2005, 3:26:03 PM (20 years ago)
Author:
bensch
Message:

orxonox/trunk: saver implementation of state-variables.
this step makes the execute function very big, and as such is not the best idea, maybe i will split up the checks in the execute-functions so one has a better insight into what is happening in weapon.
For this maybe a wrapper around fire/reload… functions will be written, that calls them within a fireWeapon/reloadWeapon function

File:
1 edited

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  • orxonox/branches/weaponSystem/src/world_entities/weapons/weapon.h

    r4883 r4884  
    147147    // PHASES //
    148148    ////////////
     149  private:
    149150    WeaponState          currentState;                     //!< The State the weapon is in.
    150151    WeaponAction         requestedAction;                  //!< An action to try to Engage after the currentState ends.
     
    157158    bool                 hideInactive;                    //!< Hides the Weapon if it is inactive
    158159
    159   private:
    160160    bool                 active;                          //!< states wheter the weapon is enabled or not
    161161    Projectile*          projectile;                      //!< the projectile used for this weapon
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