Changeset 4906 in orxonox.OLD for orxonox/trunk/src/world_entities/weapons/weapon.h
- Timestamp:
- Jul 20, 2005, 1:41:19 AM (19 years ago)
- File:
-
- 1 edited
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orxonox/trunk/src/world_entities/weapons/weapon.h
r4895 r4906 81 81 float increaseEnergy(float energyToAdd); 82 82 83 /** @returns true if the Weapon is Active */ 84 inline bool isActive() const { return this->active; }; 83 /** @returns true if the Weapon is Active (this is used to check if the weapon must be drawn)*/ 84 inline bool isActive() const { return (this->currentState == WS_INACTIVE)?false:true; }; 85 /** @returns true if the weapon must be drawn */ 86 inline bool isVisible() const { return (this->currentState != WS_INACTIVE || !this->hideInactive)?true:false; }; 85 87 86 88 // FUNCTIONS TO SET THE WEAPONS PROPERTIES. … … 113 115 114 116 Animation3D* getAnimation(WeaponState state, PNode* node = NULL); 117 Animation3D* copyAnimation(WeaponState from, WeaponState to); 115 118 116 119 // FLOW 117 virtual void tick(float dt); 120 void tickW(float dt); //!< this is a function that must be called by the weaponManager, or any other weaponHandler, all other functions are handled from within 121 virtual void tick(float dt) {}; 118 122 virtual void draw(); 119 123 … … 175 179 PNode emissionPoint; //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default) 176 180 177 bool active; //!< states wheter the weapon is enabled or not178 181 bool hideInactive; //!< Hides the Weapon if it is inactive 179 182 bool chargeable; //!< if the Weapon is charcheable
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