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Ignore:
Timestamp:
Jul 4, 2006, 5:53:06 PM (18 years ago)
Author:
patrick
Message:

aimin system work on and on and…

File:
1 edited

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  • branches/presentation/src/world_entities/weapons/aiming_system.cc

    r9157 r9160  
    1919
    2020#include "util/loading/load_param.h"
    21 #include "graphics_engine.h"
     21
    2222#include "state.h"
    23 #include "material.h"
    24 #include "t_animation.h"
    25 #include "text.h"
    2623
    27 #include "world_entity.h"
     24#include <vector>
     25
    2826
    2927using namespace std;
     
    7674
    7775
     76/**
     77 * get back the nearest target
     78 */
     79inline WorldEntity* AimingSystem::getNearestTarget()
     80{
     81  if( this->selectionList.size() == 0)
     82    return NULL;
     83  else if( this->selectionList.size() == 1)
     84    return this->selectionList.back();
     85
     86//   WorldEntity* nearestEntity = this->;
     87
     88  for( int i = 0; i < this->selectionList.size(); i++)
     89  {
     90
     91  }
     92}
     93
     94
     95/**
     96 * called when an object is "selected"
     97 *  @param damage damage to be dealt
     98 *  @param killer the entity
     99 */
     100void AimingSystem::hit(float damage, WorldEntity* killer)
     101{
     102  this->selectionList.push_back(killer);
     103}
     104
     105
    78106
    79107/**
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