- Timestamp:
- May 25, 2011, 9:28:29 PM (13 years ago)
- File:
-
- 1 edited
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code/branches/presentation/src/orxonox/worldentities/pawns/Pawn.h
r8578 r8579 72 72 { return this->initialHealth_; } 73 73 74 virtual void setShieldHealth(float shieldHealth);75 74 inline void setShieldHealth(float shieldHealth) 75 { this->shieldHealth_ = shieldHealth; } 76 76 inline float getShieldHealth() 77 77 { return this->shieldHealth_; } 78 79 inline void addShieldHealth(float amount)80 { this->setShieldHealth(this->shieldHealth_ + amount); }81 82 inline bool hasShield()83 { return (this->getShieldHealth() > 0); }84 85 virtual void setMaxShieldHealth(float maxshieldhealth);86 inline float getMaxShieldHealth() const87 { return this->maxShieldHealth_; }88 89 inline void setInitialShieldHealth(float initialshieldhealth)90 { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); }91 inline float getInitialShieldHealth() const92 { return this->initialShieldHealth_; }93 94 inline void restoreInitialShieldHealth()95 { this->setShieldHealth(this->initialShieldHealth_); }96 inline void restoreMaxShieldHealth()97 { this->setShieldHealth(this->maxShieldHealth_); }98 78 99 79 inline void setShieldAbsorption(float shieldAbsorption) … … 102 82 { return this->shieldAbsorption_; } 103 83 104 // TODO: Rename to shieldRechargeRate105 virtual void setReloadRate(float reloadrate);106 inline float getReloadRate() const107 { return this->reloadRate_; }108 109 virtual void setReloadWaitTime(float reloadwaittime);110 inline float getReloadWaitTime() const111 { return this->reloadWaitTime_; }112 113 inline void resetReloadCountdown()114 { this->reloadWaitCountdown_ = 0; }115 116 inline void startReloadCountdown()117 { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } // TODO: Implement in Projectile.cc118 119 virtual void decreaseReloadCountdownTime(float dt);120 121 84 inline ControllableEntity* getLastHitOriginator() const 122 85 { return this->lastHitOriginator_; } 123 86 124 //virtual void hit(Pawn* originator, const Vector3& force, float damage); 125 //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); 126 virtual void hit(Pawn* originator, const Vector3& force, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); 127 virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); 128 87 virtual void hit(Pawn* originator, const Vector3& force, float damage); 88 virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); 129 89 virtual void kill(); 130 90 … … 182 142 virtual void spawneffect(); 183 143 184 //virtual void damage(float damage, Pawn* originator = 0); 185 virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL); 144 virtual void damage(float damage, Pawn* originator = 0); 186 145 187 146 bool bAlive_; … … 195 154 float maxHealth_; 196 155 float initialHealth_; 197 198 156 float shieldHealth_; 199 float maxShieldHealth_;200 float initialShieldHealth_;201 157 float shieldAbsorption_; // Has to be between 0 and 1 202 float reloadRate_;203 float reloadWaitTime_;204 float reloadWaitCountdown_;205 158 206 159 WeakPtr<Pawn> lastHitOriginator_;
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