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Ignore:
Timestamp:
May 25, 2011, 9:28:29 PM (13 years ago)
Author:
dafrick
Message:

Reverse merge to revert last, failed, merge. Apparently you can't partially commit a merge.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/presentation/src/orxonox/worldentities/pawns/Pawn.h

    r8578 r8579  
    7272                { return this->initialHealth_; }
    7373
    74             virtual void setShieldHealth(float shieldHealth);
    75 
     74            inline void setShieldHealth(float shieldHealth)
     75            { this->shieldHealth_ = shieldHealth; }
    7676            inline float getShieldHealth()
    7777            { 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() const
    87                 { return this->maxShieldHealth_; }
    88 
    89             inline void setInitialShieldHealth(float initialshieldhealth)
    90                 { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); }
    91             inline float getInitialShieldHealth() const
    92                 { return this->initialShieldHealth_; }
    93 
    94             inline void restoreInitialShieldHealth()
    95                 { this->setShieldHealth(this->initialShieldHealth_); }
    96             inline void restoreMaxShieldHealth()
    97                 { this->setShieldHealth(this->maxShieldHealth_); }
    9878
    9979            inline void setShieldAbsorption(float shieldAbsorption)
     
    10282            { return this->shieldAbsorption_; }
    10383
    104             // TODO: Rename to shieldRechargeRate
    105             virtual void setReloadRate(float reloadrate);
    106             inline float getReloadRate() const
    107                 { return this->reloadRate_; }
    108 
    109             virtual void setReloadWaitTime(float reloadwaittime);
    110             inline float getReloadWaitTime() const
    111                 { 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.cc
    118 
    119             virtual void decreaseReloadCountdownTime(float dt);
    120 
    12184            inline ControllableEntity* getLastHitOriginator() const
    12285                { return this->lastHitOriginator_; }
    12386
    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);
    12989            virtual void kill();
    13090
     
    182142            virtual void spawneffect();
    183143
    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);
    186145
    187146            bool bAlive_;
     
    195154            float maxHealth_;
    196155            float initialHealth_;
    197            
    198156            float shieldHealth_;
    199             float maxShieldHealth_;
    200             float initialShieldHealth_;
    201157            float shieldAbsorption_; // Has to be between 0 and 1
    202             float reloadRate_;
    203             float reloadWaitTime_;
    204             float reloadWaitCountdown_;
    205158
    206159            WeakPtr<Pawn> lastHitOriginator_;
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