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Ignore:
Timestamp:
Sep 24, 2006, 3:21:12 PM (18 years ago)
Author:
bensch
Message:

orxonox/new_class_id: SoundSource completely added as a Resource

File:
1 edited

Legend:

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Added
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  • branches/new_class_id/src/world_entities/weapons/weapon.h

    r9715 r9805  
    1818#include "count_pointer.h"
    1919#include "ammo_container.h"
     20
     21#include "sound_buffer.h"
    2022
    2123// FORWARD DECLARATION
     
    219221    // PHASES //
    220222    ////////////
    221     OrxSound::SoundSource* soundSource;                      //!< A SoundSource to play sound from (this is connected to the PNode of the Weapon)
    222 
    223     WeaponState            currentState;                     //!< The State the weapon is in.
    224     WeaponAction           requestedAction;                  //!< An action to try to Engage after the currentState ends.
    225     float                  stateDuration;                    //!< how long the state has taken until now.
    226     float                  times[WS_STATE_COUNT];            //!< Times to stay in the different States @see WeaponState.
    227     Animation3D*           animation[WS_STATE_COUNT];        //!< Animations for all the States (you can say yourself on what part of the gun this animation acts).
    228     OrxSound::SoundBuffer* soundBuffers[WA_ACTION_COUNT];    //!< SoundBuffers for all actions @see WeaponAction.
     223    OrxSound::SoundSource* soundSource;                     //!< A SoundSource to play sound from (this is connected to the PNode of the Weapon)
     224
     225    WeaponState            currentState;                    //!< The State the weapon is in.
     226    WeaponAction           requestedAction;                 //!< An action to try to Engage after the currentState ends.
     227    float                  stateDuration;                   //!< how long the state has taken until now.
     228    float                  times[WS_STATE_COUNT];           //!< Times to stay in the different States @see WeaponState.
     229    Animation3D*           animation[WS_STATE_COUNT];       //!< Animations for all the States (you can say yourself on what part of the gun this animation acts).
     230    OrxSound::SoundBuffer  soundBuffers[WA_ACTION_COUNT];   //!< SoundBuffers for all actions @see WeaponAction.
    229231
    230232    PNode                  emissionPoint;                   //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default)
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