[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);




More information about the Orxonox-commit mailing list