Changeset 9805 in orxonox.OLD for branches/new_class_id/src/world_entities/weapons/weapon.h
- Timestamp:
- Sep 24, 2006, 3:21:12 PM (18 years ago)
- File:
-
- 1 edited
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branches/new_class_id/src/world_entities/weapons/weapon.h
r9715 r9805 18 18 #include "count_pointer.h" 19 19 #include "ammo_container.h" 20 21 #include "sound_buffer.h" 20 22 21 23 // FORWARD DECLARATION … … 219 221 // PHASES // 220 222 //////////// 221 OrxSound::SoundSource* soundSource; 222 223 WeaponState currentState; 224 WeaponAction requestedAction; 225 float stateDuration; 226 float times[WS_STATE_COUNT]; 227 Animation3D* animation[WS_STATE_COUNT]; 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. 229 231 230 232 PNode emissionPoint; //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default)
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