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Changeset 5041 in orxonox.OLD for orxonox/trunk/src/world_entities


Ignore:
Timestamp:
Aug 16, 2005, 7:56:48 PM (19 years ago)
Author:
bensch
Message:

orxonox/trunk: less output of Weapon

Location:
orxonox/trunk/src/world_entities
Files:
3 edited

Legend:

Unmodified
Added
Removed
  • orxonox/trunk/src/world_entities/player.cc

    r5037 r5041  
    9898  this->weaponMan->addWeapon(turret, 2, 2);
    9999  this->weaponMan->addWeapon(turret2, 2, 3);
    100   this->weaponMan->addWeapon(wpLeft, 3, 0);
    101   this->weaponMan->addWeapon(wpRight,3 ,1);
     100  //this->weaponMan->addWeapon(turret, 3, 0);
    102101
    103102  this->weaponMan->changeWeaponConfig(0);
     
    152151
    153152}
    154 
    155153
    156154/**
  • orxonox/trunk/src/world_entities/weapons/test_gun.cc

    r5000 r5041  
    132132
    133133  this->setProjectile(CL_TEST_BULLET);
    134   //this->getProjectileFactory()->prepare(100);
     134  this->getProjectileFactory()->prepare(20);
    135135}
    136136
  • orxonox/trunk/src/world_entities/weapons/weapon.cc

    r4979 r5041  
    191191    else
    192192    {
    193       PRINTF(4)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action));
     193      PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action));
    194194    }
    195195  }
     
    197197    this->soundBuffers[action] = NULL;
    198198}
    199 
    200199
    201200/**
     
    228227}
    229228
    230 
    231229/////////////////
    232230//  EXECUTION  //
     
    246244    if (this->requestedAction != WA_NONE)
    247245      return;
    248     printf("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration);
     246    PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration);
    249247    this->requestedAction = action;
    250248  }
     
    404402}
    405403
    406 
    407404/**
    408405 * checks and Reloads the Weapon
     
    428425    this->energyLoaded += this->energy;
    429426    this->energy = 0.0;
    430     PRINT(3)("Energy empty");
    431   }
    432   else
    433   {
    434     PRINTF(3)("Loaded %f energy into the Guns Buffer\n", chargeSize);
     427    PRINT(5)("Energy depleted\n");
     428  }
     429  else
     430  {
     431    PRINTF(5)("Loaded %f energy into the Guns Buffer\n", chargeSize);
    435432    this->energyLoaded += chargeSize;
    436433    this->energy -= chargeSize;
     
    446443inline void Weapon::enterState(WeaponState state)
    447444{
    448   PRINTF(3)("ENTERING STATE %s\n", stateToChar(state));
     445  PRINTF(4)("ENTERING STATE %s\n", stateToChar(state));
    449446  // playing animation if availiable
    450447  if (likely(this->animation[state] != NULL))
     
    454451  this->currentState = state;
    455452}
    456 
    457 
    458453
    459454///////////////////
     
    513508//  if (this->projectile == NULL)
    514509  {
    515     PRINTF(2)("There was no projectile assigned to the Weapon.\n");
     510    PRINTF(1)("There was no projectile assigned to the Weapon.\n");
    516511    retVal = false;
    517512  }
     
    528523void Weapon::debug() const
    529524{
    530   PRINT(3)("Weapon-Debug %s, state: %s, nexAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), Weapon::actionToChar(requestedAction));
     525  PRINT(3)("Weapon-Debug %s, state: %s, nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), Weapon::actionToChar(requestedAction));
    531526  PRINT(3)("Energy: max: %f; current: %f;  loadedMax: %f; loadedCurrent: %f; chargeMin: %f, chargeMax %f\n",
    532527            this->energyMax, this->energy, this->energyLoadedMax, this->energyLoaded, this->minCharge, this->maxCharge);
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