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Changeset 9869 in orxonox.OLD for trunk/src/world_entities/weapons/weapon.h


Ignore:
Timestamp:
Oct 3, 2006, 12:19:30 AM (18 years ago)
Author:
bensch
Message:

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File:
1 edited

Legend:

Unmodified
Added
Removed
  • trunk/src/world_entities/weapons/weapon.h

    r8976 r9869  
    1919#include "ammo_container.h"
    2020
     21#include "sound_buffer.h"
     22
    2123// FORWARD DECLARATION
    2224class Projectile;
     
    8385class Weapon : public WorldEntity
    8486{
     87  ObjectListDeclaration(Weapon);
     88
    8589  public:
    8690    // INITIALISATION //
    8791    Weapon ();
    8892    virtual ~Weapon ();
    89     static Weapon* createWeapon(ClassID weaponID);
     93    static Weapon* createWeapon(const ClassID& weaponID);
     94    static Weapon* createWeapon(const std::string& weaponName);
    9095
    9196    void init();
     
    110115    /** @returns the Capabilities of this Weapon */
    111116    inline long getCapability() const { return this->capability; };
    112     void setProjectileType(ClassID projectile);
     117    void setProjectileType(const ClassID& projectile);
    113118    void setProjectileTypeC(const std::string& projectile);
    114119    /** @returns The projectile's classID */
     
    216221    // PHASES //
    217222    ////////////
    218     OrxSound::SoundSource* soundSource;                      //!< A SoundSource to play sound from (this is connected to the PNode of the Weapon)
    219 
    220     WeaponState            currentState;                     //!< The State the weapon is in.
    221     WeaponAction           requestedAction;                  //!< An action to try to Engage after the currentState ends.
    222     float                  stateDuration;                    //!< how long the state has taken until now.
    223     float                  times[WS_STATE_COUNT];            //!< Times to stay in the different States @see WeaponState.
    224     Animation3D*           animation[WS_STATE_COUNT];        //!< Animations for all the States (you can say yourself on what part of the gun this animation acts).
    225     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.
    226231
    227232    PNode                  emissionPoint;                   //!< The point, where the projectiles are emitted. (this is coppled with the Weapon by default)
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