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Ignore:
Timestamp:
Jul 25, 2005, 3:48:55 PM (19 years ago)
Author:
bensch
Message:

orxonox/trunk: extemely stupid aiming, but it works. Had to fix quite a few bugs in the process.

File:
1 edited

Legend:

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  • orxonox/trunk/src/world_entities/weapons/weapon.h

    r4953 r4955  
    2424// FORWARD DECLARATION
    2525class Projectile;
    26 class Weapon;
     26class WeaponManager;
    2727class Animation3D;
    2828class TiXmlElement;
     
    7272  public:
    7373    // INITIALISATION //
    74     Weapon ();
     74    Weapon (WeaponManager* weaponManager = NULL);
    7575    Weapon(const TiXmlElement* root);
    7676    virtual ~Weapon ();
     
    8585    ///////////////////
    8686
     87    /** @param weaponManager sets the WeaponManager for this Weapon (NULL if free))*/
     88    inline void setWeaponManager(WeaponManager* weaponManager) { this->weaponManager = weaponManager; };
     89    /** @returns the WeaponManager of this Weapon (or NULL if it is free) */
     90    inline WeaponManager* getWeaponManager() const { return this->weaponManager; };
    8791
    8892    /** @returns true if the Weapon is Active  (this is used to check if the weapon must be drawn)*/
     
    199203    ClassID              projectile;                      //!< the projectile used for this weapon (since they should be generated via macro and the FastFactory, only the ClassID must be known.)
    200204    FastFactory*         projectileFactory;               //!< A factory, that produces and handles the projectiles.
     205
     206    WeaponManager*       weaponManager;                   //!< The weaponManager this weapon is connected to. if NULL it is assumed, that the weapon is freely connected to an entity without a binding WeaponManager.
    201207  };
    202208
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