Show CallbackWeapon.cpp syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2004
//
// This file is part of Scorched3D.
//
// Scorched3D 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.
//
// Scorched3D 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 Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#include <actions/CallbackWeapon.h>
#include <weapons/AccessoryStore.h>
CallbackWeapon::CallbackWeapon(
WeaponCallback *callback,
float delay, unsigned int callbackData,
WeaponFireContext &weaponContext, Vector &position, Vector &velocity) :
callback_(callback),
delay_(delay),
callbackData_(callbackData),
position_(position),
velocity_(velocity),
weaponContext_(weaponContext),
totalTime_(0.0f)
{
}
CallbackWeapon::~CallbackWeapon()
{
}
void CallbackWeapon::init()
{
}
void CallbackWeapon::simulate(float frameTime, bool &remove)
{
totalTime_ += frameTime;
if (totalTime_ > delay_)
{
callback_->weaponCallback(
*context_, weaponContext_, position_, velocity_, callbackData_);
remove = true;
}
Action::simulate(frameTime, remove);
}
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