#include <WeaponSound.h>

Public Member Functions | |
| WeaponSound () | |
| virtual | ~WeaponSound () |
| virtual bool | parseXML (AccessoryCreateContext &context, XMLNode *accessoryNode) |
| const char * | getSound () |
| fixed | getGain () |
| fixed | getRolloff () |
| fixed | getReferenceDistance () |
| bool | getRelative () |
| void | fireWeapon (ScorchedContext &context, WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity) |
| REGISTER_ACCESSORY_HEADER (WeaponSound, AccessoryPart::AccessoryWeapon) | |
Protected Attributes | |
| std::vector < std::string > | sounds_ |
| fixed | gain_ |
| fixed | rolloff_ |
| fixed | referenceDistance_ |
| bool | relative_ |
Definition at line 27 of file WeaponSound.h.
| WeaponSound::WeaponSound | ( | ) |
Definition at line 29 of file WeaponSound.cpp.
| WeaponSound::~WeaponSound | ( | ) | [virtual] |
Definition at line 36 of file WeaponSound.cpp.
| bool WeaponSound::parseXML | ( | AccessoryCreateContext & | context, | |
| XMLNode * | accessoryNode | |||
| ) | [virtual] |
Reimplemented from Weapon.
Definition at line 47 of file WeaponSound.cpp.
References S3D::checkDataFile(), gain_, XMLNode::getNamedChild(), Weapon::parseXML(), referenceDistance_, relative_, rolloff_, and sounds_.
| const char * WeaponSound::getSound | ( | ) |
Definition at line 41 of file WeaponSound.cpp.
References sounds_.
Referenced by SoundAction::simulate().
| fixed WeaponSound::getGain | ( | ) | [inline] |
Definition at line 37 of file WeaponSound.h.
References gain_.
Referenced by SoundAction::simulate().
| fixed WeaponSound::getRolloff | ( | ) | [inline] |
Definition at line 38 of file WeaponSound.h.
References rolloff_.
Referenced by SoundAction::simulate().
| fixed WeaponSound::getReferenceDistance | ( | ) | [inline] |
Definition at line 39 of file WeaponSound.h.
References referenceDistance_.
Referenced by SoundAction::simulate().
| bool WeaponSound::getRelative | ( | ) | [inline] |
Definition at line 40 of file WeaponSound.h.
References relative_.
Referenced by SoundAction::simulate().
| void WeaponSound::fireWeapon | ( | ScorchedContext & | context, | |
| WeaponFireContext & | weaponContext, | |||
| FixedVector & | position, | |||
| FixedVector & | velocity | |||
| ) | [virtual] |
Implements Weapon.
Definition at line 64 of file WeaponSound.cpp.
References ActionController::addAction(), and ScorchedContext::getActionController().
| WeaponSound::REGISTER_ACCESSORY_HEADER | ( | WeaponSound | , | |
| AccessoryPart::AccessoryWeapon | ||||
| ) |
std::vector<std::string> WeaponSound::sounds_ [protected] |
fixed WeaponSound::gain_ [protected] |
fixed WeaponSound::rolloff_ [protected] |
fixed WeaponSound::referenceDistance_ [protected] |
bool WeaponSound::relative_ [protected] |
1.5.3