[Orxonox-commit 3814] r8492 - in code/branches/gameimmersion: data/levels/includes data/particle src/modules/weapons/projectiles src/modules/weapons/weaponmodes src/orxonox/worldentities/pawns
simonmie at orxonox.net
simonmie at orxonox.net
Mon May 16 17:25:00 CEST 2011
Author: simonmie
Date: 2011-05-16 17:25:00 +0200 (Mon, 16 May 2011)
New Revision: 8492
Added:
code/branches/gameimmersion/data/particle/Shield.particle
code/branches/gameimmersion/src/modules/weapons/projectiles/BasicProjectile.cc
code/branches/gameimmersion/src/modules/weapons/projectiles/BasicProjectile.h
Modified:
code/branches/gameimmersion/data/levels/includes/weaponSettingsImmTest.oxi
code/branches/gameimmersion/src/modules/weapons/projectiles/CMakeLists.txt
code/branches/gameimmersion/src/modules/weapons/projectiles/Projectile.cc
code/branches/gameimmersion/src/modules/weapons/projectiles/Projectile.h
code/branches/gameimmersion/src/modules/weapons/weaponmodes/EnergyDrink.cc
code/branches/gameimmersion/src/modules/weapons/weaponmodes/FusionFire.cc
code/branches/gameimmersion/src/modules/weapons/weaponmodes/HsW01.cc
code/branches/gameimmersion/src/modules/weapons/weaponmodes/LaserFire.cc
code/branches/gameimmersion/src/modules/weapons/weaponmodes/LightningGun.cc
code/branches/gameimmersion/src/modules/weapons/weaponmodes/RocketFire.cc
code/branches/gameimmersion/src/modules/weapons/weaponmodes/SimpleRocketFire.cc
code/branches/gameimmersion/src/orxonox/worldentities/pawns/Pawn.cc
Log:
New Shield effect added (from tibork), first working BasicProjectile class, changes in weapon classes to fit new BasicProjectile system, some spam messages in Pawn.cc removed
Modified: code/branches/gameimmersion/data/levels/includes/weaponSettingsImmTest.oxi
===================================================================
--- code/branches/gameimmersion/data/levels/includes/weaponSettingsImmTest.oxi 2011-05-16 14:34:19 UTC (rev 8491)
+++ code/branches/gameimmersion/data/levels/includes/weaponSettingsImmTest.oxi 2011-05-16 15:25:00 UTC (rev 8492)
@@ -25,7 +25,7 @@
</attached>
<HsW01 mode=0 munitionpershot=0 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 0.1, 1.6,-2" />
<HsW01 mode=0 munitionpershot=0 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-1.6, 1.3,-2" />
- <LightningGun mode=1 muzzleoffset="0,0,0" damage=0 shielddamage=75 />
+ <LightningGun mode=1 muzzleoffset="0,0,0" damage=0 shielddamage=5 healthdamage=200 />
</Weapon>
<Weapon>
<attached>
@@ -35,7 +35,7 @@
</attached>
<HsW01 mode=0 munitionpershot=0 delay=0 damage=3.14159 material="Flares/point_lensflare" muzzleoffset=" 1.6, 1.3, -2.0" />
<HsW01 mode=0 munitionpershot=0 delay=0.125 damage=3.14159 material="Flares/point_lensflare" muzzleoffset="-0.1, 1.6, -2.0" />
- <LightningGun mode=1 muzzleoffset="0,0,0" damage=0 shielddamage=75 />
+ <LightningGun mode=1 muzzleoffset="0,0,0" damage=0 shielddamage=5 healthdamage=200 />
</Weapon>
<Weapon>
<SimpleRocketFire mode=2 muzzleoffset="0,0,0" damage=50 />
Added: code/branches/gameimmersion/data/particle/Shield.particle
===================================================================
--- code/branches/gameimmersion/data/particle/Shield.particle (rev 0)
+++ code/branches/gameimmersion/data/particle/Shield.particle 2011-05-16 15:25:00 UTC (rev 8492)
@@ -0,0 +1,49 @@
+
+particle_system Orxonox/Shield
+{
+ quota 2000
+ material PE/lensflare
+ particle_width 25
+ particle_height 25
+ cull_each false
+ renderer billboard
+ sorted false
+ local_space false
+ iteration_interval 0
+ nonvisible_update_timeout 0
+ billboard_type point
+ billboard_origin center
+ billboard_rotation_type texcoord
+ common_up_vector 0 1 0
+ point_rendering false
+ accurate_facing false
+
+ emitter HollowEllipsoid
+ {
+ angle 0
+ colour 0 0.298701 1 0.1
+ colour_range_start 0 0.298701 1 0.1
+ colour_range_end 0 0.298701 1 0.1
+ direction 0 1 0
+ emission_rate 2000
+ position 0 0 0
+ velocity 0
+ velocity_min 0
+ velocity_max 0
+ time_to_live 0.1
+ time_to_live_min 0.1
+ time_to_live_max 0.3
+ duration 0.1
+ duration_min 0.1
+ duration_max 0.2
+ repeat_delay 1000000
+ repeat_delay_min 1000000
+ repeat_delay_max 1000000
+ width 100
+ height 100
+ depth 100
+ inner_width 0.999999
+ inner_height 0.999999
+ inner_depth 0.999999
+ }
+}
Added: code/branches/gameimmersion/src/modules/weapons/projectiles/BasicProjectile.cc
===================================================================
--- code/branches/gameimmersion/src/modules/weapons/projectiles/BasicProjectile.cc (rev 0)
+++ code/branches/gameimmersion/src/modules/weapons/projectiles/BasicProjectile.cc 2011-05-16 15:25:00 UTC (rev 8492)
@@ -0,0 +1,140 @@
+/*
+ * ORXONOX - the hottest 3D action shooter ever to exist
+ * > www.orxonox.net <
+ *
+ *
+ * License notice:
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Author:
+ * simonmie
+ * Co-authors:
+ * ...
+ *
+ */
+
+#include "BasicProjectile.h"
+
+#include "core/CoreIncludes.h"
+#include "core/ConfigValueIncludes.h"
+#include "core/GameMode.h"
+#include "core/command/Executor.h"
+#include "objects/collisionshapes/SphereCollisionShape.h"
+#include "worldentities/pawns/Pawn.h"
+#include "graphics/ParticleSpawner.h"
+#include "core/OrxonoxClass.h"
+
+namespace orxonox
+{
+ /**
+ @brief
+ Constructor. Registers the object and initializes some default values.
+ */
+ BasicProjectile::BasicProjectile() : OrxonoxClass()
+ {
+ RegisterRootObject(BasicProjectile);// - register the BasicProjectile class to the core
+
+ this->bDestroy_ = false;
+// this->owner_ = 0;
+
+ this->damage_ = 0;
+ this->healthdamage_ = 0;
+ this->shielddamage_ = 0;
+ }
+
+ BasicProjectile::~BasicProjectile()
+ {
+ }
+
+ bool BasicProjectile::basicCollidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint, Pawn* owner, BasicProjectile* this_)
+ {
+ if (!this_->getBDestroy() && GameMode::isMaster())
+ {
+ if (otherObject == /*this->*/owner/*_*/) //prevents you from shooting yourself
+ return false;
+
+ this_->setBDestroy(true); //if something is hit, the object is destroyed and can't hit something else
+// instead of returning false, bDestroy is returned
+
+ Pawn* victim = orxonox_cast<Pawn*>(otherObject); //if otherObject isn't a Pawn, then victim is NULL
+
+ WorldEntity* entity = orxonox_cast<WorldEntity*>(this_);
+ assert(entity); //entity must not be null
+
+
+ // if visual effects after destruction cause problems, put this block below the effects code block
+ if (victim)
+ {
+ victim->hit(/*this->*/owner/*_*/, contactPoint, this_->getDamage(), this_->getHealthDamage(), this_->getShieldDamage());
+ victim->startReloadCountdown();
+ }
+
+ // visual effects for being hit, depending on whether the shield is hit or not
+ if (/*this->*/owner/*_*/) //if the owner does not exist (anymore??), no effects are displayed.
+ {
+ if (!victim || (victim && !victim->hasShield())) //same like below
+ {
+ {
+ ParticleSpawner* effect = new ParticleSpawner(/*this->*/owner/*_*/->getCreator());
+ effect->setPosition(entity->getPosition());
+ effect->setOrientation(entity->getOrientation());
+ effect->setDestroyAfterLife(true);
+ effect->setSource("Orxonox/explosion3");
+ effect->setLifetime(2.0f);
+ }
+ // second effect with same condition
+ {
+ ParticleSpawner* effect = new ParticleSpawner(/*this->*/owner/*_*/->getCreator());
+ effect->setPosition(entity->getPosition());
+ effect->setOrientation(entity->getOrientation());
+ effect->setDestroyAfterLife(true);
+ effect->setSource("Orxonox/smoke4");
+ effect->setLifetime(3.0f);
+ }
+ }
+ // victim->isAlive() is not false until the next tick, so getHealth() is used instead
+ if (victim && victim->hasShield() && (this_->getDamage() > 0 || this_->getShieldDamage() > 0) && victim->getHealth() > 0)
+ {
+ ParticleSpawner* effect = new ParticleSpawner(/*this->*/owner/*_*/->getCreator());
+ effect->setPosition(entity->getPosition());
+ effect->setOrientation(entity->getOrientation());
+ effect->setDestroyAfterLife(true);
+ effect->setSource("Orxonox/Shield");
+ effect->setLifetime(0.5f);
+ }
+ }
+
+// if (victim)
+// {
+// victim->hit(/*this->*/owner/*_*/, contactPoint, this_->getDamage(), this_->getHealthDamage(), this_->getShieldDamage());
+// victim->startReloadCountdown();
+// }
+ }
+ return false;
+ }
+
+/* void BasicProjectile::setOwner(Pawn* owner)
+ {
+ this->owner_ = owner;
+ }
+
+ void BasicProjectile::destroyObject()
+ {
+ if (GameMode::isMaster())
+ this->destroy();
+ }
+*/
+}
Added: code/branches/gameimmersion/src/modules/weapons/projectiles/BasicProjectile.h
===================================================================
--- code/branches/gameimmersion/src/modules/weapons/projectiles/BasicProjectile.h (rev 0)
+++ code/branches/gameimmersion/src/modules/weapons/projectiles/BasicProjectile.h 2011-05-16 15:25:00 UTC (rev 8492)
@@ -0,0 +1,90 @@
+/*
+ * ORXONOX - the hottest 3D action shooter ever to exist
+ * > www.orxonox.net <
+ *
+ *
+ * License notice:
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Author:
+ * simonmie
+ * Co-authors:
+ * ...
+ *
+ */
+
+#ifndef _BasicProjectile_H__
+#define _BasicProjectile_H__
+
+#include "weapons/WeaponsPrereqs.h"
+
+#include "tools/Timer.h"
+#include "core/OrxonoxClass.h"
+
+namespace orxonox
+{
+ class _WeaponsExport BasicProjectile : public virtual OrxonoxClass
+ {
+ public:
+ BasicProjectile();
+
+ virtual ~BasicProjectile();
+
+ static bool basicCollidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint, Pawn* owner, BasicProjectile* this_);
+
+ void basicDestroyObject();
+
+/* void basicSetOwner(Pawn* owner);
+ inline Pawn* basicGetOwner() const
+ { return this->owner_; }
+*/
+
+ inline void setDamage(float damage)
+ { this->damage_ = damage; }
+ inline float getDamage() const
+ { return this->damage_; }
+
+ inline void setHealthDamage(float healthdamage)
+ { this->healthdamage_ = healthdamage; }
+ inline float getHealthDamage() const
+ { return this->healthdamage_; }
+
+ inline void setShieldDamage(float shielddamage)
+ { this->shielddamage_ = shielddamage; } //ShieldDamage wird korrekt gesettet vom XML-File
+ inline float getShieldDamage() const
+ { return this->shielddamage_; }
+
+
+ inline void setBDestroy(bool bDestroy)
+ { this->bDestroy_ = bDestroy; }
+ inline float getBDestroy() const
+ { return this->bDestroy_; }
+
+
+
+ private:
+// WeakPtr<Pawn> owner_;
+
+ float damage_;
+ float healthdamage_;
+ float shielddamage_;
+
+ bool bDestroy_;
+// Timer destroyTimer_;
+ };
+}
+
+#endif /* _BasicProjectile_H__ */
Modified: code/branches/gameimmersion/src/modules/weapons/projectiles/CMakeLists.txt
===================================================================
--- code/branches/gameimmersion/src/modules/weapons/projectiles/CMakeLists.txt 2011-05-16 14:34:19 UTC (rev 8491)
+++ code/branches/gameimmersion/src/modules/weapons/projectiles/CMakeLists.txt 2011-05-16 15:25:00 UTC (rev 8492)
@@ -5,4 +5,5 @@
LightningGunProjectile.cc
Rocket.cc
SimpleRocket.cc
+ BasicProjectile.cc
)
Modified: code/branches/gameimmersion/src/modules/weapons/projectiles/Projectile.cc
===================================================================
--- code/branches/gameimmersion/src/modules/weapons/projectiles/Projectile.cc 2011-05-16 14:34:19 UTC (rev 8491)
+++ code/branches/gameimmersion/src/modules/weapons/projectiles/Projectile.cc 2011-05-16 15:25:00 UTC (rev 8492)
@@ -35,22 +35,23 @@
#include "objects/collisionshapes/SphereCollisionShape.h"
#include "worldentities/pawns/Pawn.h"
#include "graphics/ParticleSpawner.h"
+#include "BasicProjectile.h"
namespace orxonox
{
CreateFactory(Projectile);
- Projectile::Projectile(BaseObject* creator) : MovableEntity(creator)
+ Projectile::Projectile(BaseObject* creator) : MovableEntity(creator), BasicProjectile()
{
RegisterObject(Projectile);
this->setConfigValues();
- this->bDestroy_ = false;
+// this->bDestroy_ = false;
this->owner_ = 0;
- this->damage_ = 115;
+// this->damage_ = 115;
///////////////////me
- this->healthdamage_ = 0;
- this->shielddamage_ = 0;
+// this->healthdamage_ = 0;
+// this->shielddamage_ = 0;
///////////////////end me
// Get notification about collisions
@@ -87,7 +88,7 @@
if (!this->isActive())
return;
- if (this->bDestroy_)
+ if (this->getBDestroy())
this->destroy(); // TODO: use a scheduler instead of deleting the object right here in tick()
}
@@ -97,9 +98,14 @@
this->destroy();
}
-//////////////////////////me edit
bool Projectile::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint)
{
+ return BasicProjectile::basicCollidesAgainst(otherObject,contactPoint,this->owner_,this);
+ }
+
+//////////////////////////me edit
+/* bool Projectile::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint)
+ {
if (!this->bDestroy_ && GameMode::isMaster())
{
if (otherObject == this->owner_)
@@ -149,9 +155,10 @@
return false;
}
//////////////////////////////////////////////////////////////////////end edit
-
+*/
void Projectile::setOwner(Pawn* owner)
{
this->owner_ = owner;
}
+
}
Modified: code/branches/gameimmersion/src/modules/weapons/projectiles/Projectile.h
===================================================================
--- code/branches/gameimmersion/src/modules/weapons/projectiles/Projectile.h 2011-05-16 14:34:19 UTC (rev 8491)
+++ code/branches/gameimmersion/src/modules/weapons/projectiles/Projectile.h 2011-05-16 15:25:00 UTC (rev 8492)
@@ -34,9 +34,11 @@
#include "tools/Timer.h"
#include "worldentities/MovableEntity.h"
+#include "BasicProjectile.h"
+
namespace orxonox
{
- class _WeaponsExport Projectile : public MovableEntity
+ class _WeaponsExport Projectile : public MovableEntity, public BasicProjectile
{
public:
Projectile(BaseObject* creator);
@@ -48,16 +50,16 @@
virtual void tick(float dt);
virtual bool collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint);
- inline void setDamage(float damage)
+/* inline void setDamage(float damage)
{ this->damage_ = damage; COUT(3) << "DAMAGE-SET-FUNKTION WIRD AUFGERUFEN" << endl; }
inline float getDamage() const
{ return this->damage_; }
-
+*/
void setOwner(Pawn* owner);
inline Pawn* getOwner() const
{ return this->owner_; }
-////////////////////me
+/*///////////////////me
inline void setHealthDamage(float healthdamage)
{ this->healthdamage_ = healthdamage; }
@@ -70,18 +72,18 @@
{ return this->shielddamage_; }
///////////////////end me
+*/
-
private:
WeakPtr<Pawn> owner_;
float lifetime_;
- float damage_;
+/* float damage_;
///////me
float healthdamage_;
float shielddamage_;
///////end me
bool bDestroy_;
- Timer destroyTimer_;
+*/ Timer destroyTimer_;
};
}
Modified: code/branches/gameimmersion/src/modules/weapons/weaponmodes/EnergyDrink.cc
===================================================================
--- code/branches/gameimmersion/src/modules/weapons/weaponmodes/EnergyDrink.cc 2011-05-16 14:34:19 UTC (rev 8491)
+++ code/branches/gameimmersion/src/modules/weapons/weaponmodes/EnergyDrink.cc 2011-05-16 15:25:00 UTC (rev 8492)
@@ -111,6 +111,8 @@
projectile->setOwner(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
projectile->setDamage(this->getDamage());
+ projectile->setShieldDamage(this->getShieldDamage());
+ projectile->setHealthDamage(this->getHealthDamage());
EnergyDrink::muendungsfeuer();
}
Modified: code/branches/gameimmersion/src/modules/weapons/weaponmodes/FusionFire.cc
===================================================================
--- code/branches/gameimmersion/src/modules/weapons/weaponmodes/FusionFire.cc 2011-05-16 14:34:19 UTC (rev 8491)
+++ code/branches/gameimmersion/src/modules/weapons/weaponmodes/FusionFire.cc 2011-05-16 15:25:00 UTC (rev 8492)
@@ -64,6 +64,9 @@
projectile->setOwner(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
projectile->setDamage(this->getDamage());
+ projectile->setShieldDamage(this->getShieldDamage());
+ projectile->setHealthDamage(this->getHealthDamage());
+
projectile->setColour(ColourValue(1.0f, 0.7f, 0.3f, 1.0f));
}
}
Modified: code/branches/gameimmersion/src/modules/weapons/weaponmodes/HsW01.cc
===================================================================
--- code/branches/gameimmersion/src/modules/weapons/weaponmodes/HsW01.cc 2011-05-16 14:34:19 UTC (rev 8491)
+++ code/branches/gameimmersion/src/modules/weapons/weaponmodes/HsW01.cc 2011-05-16 15:25:00 UTC (rev 8492)
@@ -125,6 +125,8 @@
projectile->setOwner(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
projectile->setDamage(this->getDamage());
+ projectile->setShieldDamage(this->getShieldDamage());
+ projectile->setHealthDamage(this->getHealthDamage());
HsW01::muendungsfeuer();
}
Modified: code/branches/gameimmersion/src/modules/weapons/weaponmodes/LaserFire.cc
===================================================================
--- code/branches/gameimmersion/src/modules/weapons/weaponmodes/LaserFire.cc 2011-05-16 14:34:19 UTC (rev 8491)
+++ code/branches/gameimmersion/src/modules/weapons/weaponmodes/LaserFire.cc 2011-05-16 15:25:00 UTC (rev 8492)
@@ -60,5 +60,7 @@
projectile->setOwner(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
projectile->setDamage(this->getDamage());
+ projectile->setShieldDamage(this->getShieldDamage());
+ projectile->setHealthDamage(this->getHealthDamage());
}
}
Modified: code/branches/gameimmersion/src/modules/weapons/weaponmodes/LightningGun.cc
===================================================================
--- code/branches/gameimmersion/src/modules/weapons/weaponmodes/LightningGun.cc 2011-05-16 14:34:19 UTC (rev 8491)
+++ code/branches/gameimmersion/src/modules/weapons/weaponmodes/LightningGun.cc 2011-05-16 15:25:00 UTC (rev 8492)
@@ -69,5 +69,6 @@
projectile->setOwner(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
projectile->setDamage(this->getDamage());
projectile->setShieldDamage(this->getShieldDamage());
+ projectile->setHealthDamage(this->getHealthDamage());
}
}
Modified: code/branches/gameimmersion/src/modules/weapons/weaponmodes/RocketFire.cc
===================================================================
--- code/branches/gameimmersion/src/modules/weapons/weaponmodes/RocketFire.cc 2011-05-16 14:34:19 UTC (rev 8491)
+++ code/branches/gameimmersion/src/modules/weapons/weaponmodes/RocketFire.cc 2011-05-16 15:25:00 UTC (rev 8492)
@@ -70,5 +70,7 @@
rocket->setOwner(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
rocket->setDamage(this->getDamage());
+// rocket->setShieldDamage(this->getShieldDamage());
+// rocket->setHealthDamage(this->getHealthDamage());
}
}
Modified: code/branches/gameimmersion/src/modules/weapons/weaponmodes/SimpleRocketFire.cc
===================================================================
--- code/branches/gameimmersion/src/modules/weapons/weaponmodes/SimpleRocketFire.cc 2011-05-16 14:34:19 UTC (rev 8491)
+++ code/branches/gameimmersion/src/modules/weapons/weaponmodes/SimpleRocketFire.cc 2011-05-16 15:25:00 UTC (rev 8492)
@@ -70,7 +70,11 @@
rocket->setPosition(this->getMuzzlePosition());
rocket->setVelocity(this->getMuzzleDirection()*this->speed_);
rocket->setOwner(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
+
rocket->setDamage(this->damage_);
+// rocket->setShieldDamage(this->getShieldDamage());
+// rocket->setHealthDamage(this->getHealthDamage());
+
WorldEntity* pawnn=static_cast<ControllableEntity*>(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn())->getTarget();
if (pawnn) con->setTarget(pawnn);
}
Modified: code/branches/gameimmersion/src/orxonox/worldentities/pawns/Pawn.cc
===================================================================
--- code/branches/gameimmersion/src/orxonox/worldentities/pawns/Pawn.cc 2011-05-16 14:34:19 UTC (rev 8491)
+++ code/branches/gameimmersion/src/orxonox/worldentities/pawns/Pawn.cc 2011-05-16 15:25:00 UTC (rev 8492)
@@ -200,13 +200,13 @@
void Pawn::setReloadRate(float reloadrate)
{
this->reloadRate_ = reloadrate;
- COUT(2) << "RELOAD RATE SET TO " << this->reloadRate_ << endl;
+ //COUT(2) << "RELOAD RATE SET TO " << this->reloadRate_ << endl;
}
void Pawn::setReloadWaitTime(float reloadwaittime)
{
this->reloadWaitTime_ = reloadwaittime;
- COUT(2) << "RELOAD WAIT TIME SET TO " << this->reloadWaitTime_ << endl;
+ //COUT(2) << "RELOAD WAIT TIME SET TO " << this->reloadWaitTime_ << endl;
}
void Pawn::decreaseReloadCountdownTime(float dt)
@@ -292,7 +292,7 @@
// play damage effect
}
- COUT(3) << "neue damage-Funktion wurde aufgerufen // " << "Shield:" << this->getShieldHealth() << endl;
+ //COUT(3) << "neue damage-Funktion wurde aufgerufen // " << "Shield:" << this->getShieldHealth() << endl;
}
/////////////end me
@@ -345,7 +345,7 @@
/////////////me override
void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage)
{
- COUT(3) << "neue hit2-Funktion wurde aufgerufen // shielddamage: " << shielddamage << std::flush;
+// COUT(3) << "neue hit2-Funktion wurde aufgerufen // shielddamage: " << shielddamage << std::flush;
if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
{
this->damage(damage, healthdamage, shielddamage, originator);
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