Changeset 4947 in orxonox.OLD for orxonox/trunk/src/world_entities/weapons/weapon.h
- Timestamp:
- Jul 23, 2005, 11:17:27 AM (19 years ago)
- File:
-
- 1 edited
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orxonox/trunk/src/world_entities/weapons/weapon.h
r4934 r4947 20 20 21 21 #include "world_entity.h" 22 #include "fast_factory.h" 22 23 23 24 // FORWARD DECLARATION … … 79 80 //////////////////// 80 81 82 // INTERACTIVITY // 81 83 void requestAction(WeaponAction action); 82 84 float increaseEnergy(float energyToAdd); 85 /////////////////// 86 83 87 84 88 /** @returns true if the Weapon is Active (this is used to check if the weapon must be drawn)*/ … … 88 92 89 93 // FUNCTIONS TO SET THE WEAPONS PROPERTIES. 90 /** @param projectile a projectile for this weapon */ 91 void setProjectile(Projectile* projectile) { this->projectile = projectile; }; 92 /** @returns The projectile if availiable */ 93 Projectile* getProjectile() { return this->projectile; }; 94 bool setProjectile(ClassID projectile); 95 /** @returns The projectile's classID */ 96 inline ClassID getProjectile() { return this->projectile; }; 97 /** @returns the FastFactory, that creates Projectiles of type getProjectile */ 98 inline FastFactory* getProjectileFactory() { return this->projectileFactory; }; 99 94 100 95 101 void setEmissionPoint(const Vector& point); … … 188 194 bool chargeable; //!< if the Weapon is charcheable (if true, the weapon will charge before it fires.) 189 195 190 Projectile* projectile; //!< the projectile used for this weapon 196 ClassID projectile; //!< the projectile used for this weapon (since they should be generated via macro and the FastFactory, only the ClassID must be known.) 197 FastFactory* projectileFactory; //!< A factory, that produces and handles the projectiles. 191 198 }; 192 199
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