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Changeset 7460 in orxonox.OLD for trunk/src/world_entities/weapons


Ignore:
Timestamp:
May 1, 2006, 12:30:34 AM (18 years ago)
Author:
bensch
Message:

orxonox/trunk: Namespaces for sound

Location:
trunk/src/world_entities/weapons
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • trunk/src/world_entities/weapons/weapon.cc

    r7350 r7460  
    107107    this->soundBuffers[i] = NULL;                  //< No Sounds
    108108
    109   this->soundSource = new SoundSource(this);       //< Every Weapon has exacty one SoundSource.
     109  this->soundSource = new OrxSound::SoundSource(this);       //< Every Weapon has exacty one SoundSource.
    110110  this->emissionPoint.setParent(this);             //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles
    111111  this->emissionPoint.setName("EmissionPoint");
     
    263263  else if (!soundFile.empty())
    264264  {
    265     this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV);
     265    this->soundBuffers[action] = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV);
    266266    if (this->soundBuffers[action] != NULL)
    267267    {
  • trunk/src/world_entities/weapons/weapon.h

    r7350 r7460  
    218218    // PHASES //
    219219    ////////////
    220     SoundSource*        soundSource;                      //!< A SoundSource to play sound from (this is connected to the PNode of the Weapon)
    221 
    222     WeaponState          currentState;                     //!< The State the weapon is in.
    223     WeaponAction         requestedAction;                  //!< An action to try to Engage after the currentState ends.
    224     float                stateDuration;                    //!< how long the state has taken until now.
    225     float                times[WS_STATE_COUNT];            //!< Times to stay in the different States @see WeaponState.
    226     Animation3D*         animation[WS_STATE_COUNT];        //!< Animations for all the States (you can say yourself on what part of the gun this animation acts).
    227     SoundBuffer*        soundBuffers[WA_ACTION_COUNT];    //!< SoundBuffers for all actions @see WeaponAction.
    228 
    229     PNode                emissionPoint;                   //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default)
    230 
    231     bool                 hideInactive;                    //!< Hides the Weapon if it is inactive
    232     bool                 chargeable;                      //!< if the Weapon is charcheable (if true, the weapon will charge before it fires.)
    233 
    234     ClassID              projectile;                      //!< the projectile used for this weapon (since they should be generated via macro and the FastFactory, only the ClassID must be known.)
    235     FastFactory*         projectileFactory;               //!< A factory, that produces and handles the projectiles.
     220    OrxSound::SoundSource* soundSource;                      //!< A SoundSource to play sound from (this is connected to the PNode of the Weapon)
     221
     222    WeaponState            currentState;                     //!< The State the weapon is in.
     223    WeaponAction           requestedAction;                  //!< An action to try to Engage after the currentState ends.
     224    float                  stateDuration;                    //!< how long the state has taken until now.
     225    float                  times[WS_STATE_COUNT];            //!< Times to stay in the different States @see WeaponState.
     226    Animation3D*           animation[WS_STATE_COUNT];        //!< Animations for all the States (you can say yourself on what part of the gun this animation acts).
     227    OrxSound::SoundBuffer* soundBuffers[WA_ACTION_COUNT];    //!< SoundBuffers for all actions @see WeaponAction.
     228
     229    PNode                  emissionPoint;                   //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default)
     230
     231    bool                   hideInactive;                    //!< Hides the Weapon if it is inactive
     232    bool                   chargeable;                      //!< if the Weapon is charcheable (if true, the weapon will charge before it fires.)
     233
     234    ClassID                projectile;                      //!< the projectile used for this weapon (since they should be generated via macro and the FastFactory, only the ClassID must be known.)
     235    FastFactory*           projectileFactory;               //!< A factory, that produces and handles the projectiles.
    236236  };
    237237
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