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00020
00021 #include <weapons/WeaponTankVelocity.h>
00022 #include <weapons/AccessoryStore.h>
00023 #include <tank/TankContainer.h>
00024 #include <tank/TankState.h>
00025 #include <tank/TankPosition.h>
00026
00027 REGISTER_ACCESSORY_SOURCE(WeaponTankVelocity);
00028
00029 WeaponTankVelocity::WeaponTankVelocity()
00030 {
00031
00032 }
00033
00034 WeaponTankVelocity::~WeaponTankVelocity()
00035 {
00036
00037 }
00038
00039 bool WeaponTankVelocity::parseXML(AccessoryCreateContext &context, XMLNode *accessoryNode)
00040 {
00041 if (!Weapon::parseXML(context, accessoryNode)) return false;
00042
00043
00044 XMLNode *subNode = 0;
00045 if (!accessoryNode->getNamedChild("aimedweapon", subNode)) return false;
00046
00047
00048 AccessoryPart *accessory = context.getAccessoryStore().
00049 createAccessoryPart(context, parent_, subNode);
00050 if (!accessory || accessory->getType() != AccessoryPart::AccessoryWeapon)
00051 {
00052 return subNode->returnError("Failed to find sub weapon, not a weapon");
00053 }
00054 aimedWeapon_ = (Weapon*) accessory;
00055
00056 return true;
00057 }
00058
00059 void WeaponTankVelocity::fireWeapon(ScorchedContext &context,
00060 WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity)
00061 {
00062 Tank *tank = context.getTankContainer().getTankById(weaponContext.getPlayerId());
00063 if (tank && tank->getState().getState() == TankState::sNormal)
00064 {
00065 FixedVector newVelocity = tank->getPosition().getVelocityVector();
00066 aimedWeapon_->fireWeapon(context, weaponContext, position, newVelocity);
00067 }
00068 }
00069