OnDynamicCollision drop box .. missed a file in commit

This commit is contained in:
Dander7BD 2014-02-27 14:37:15 +01:00
parent 701c0e19e1
commit 36761a8314
1 changed files with 29 additions and 22 deletions

View File

@ -43,7 +43,7 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
//switch case to determin what functionallity to use in the attatchment //switch case to determin what functionallity to use in the attatchment
switch (usage) switch (usage)
{ {
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS: case WEAPON_USE_PRIMARY_PRESS:
//if(currentEnergy >= 9.0f) //if(currentEnergy >= 9.0f)
{ {
currentEnergy -= 9.0f; currentEnergy -= 9.0f;
@ -51,23 +51,24 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
// add CD // add CD
((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_PrimaryShoot); ((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_PrimaryShoot);
} }
break; break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS: case WEAPON_USE_SECONDARY_PRESS:
if(this->hasObject) if(this->hasObject)
{ {
((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation(); goto CASE_WEAPON_INTERRUPT;
this->hasObject = false;
this->heldObject = NULL;
} }
else if( currentEnergy >= 1.0f ) else if( currentEnergy >= 1.0f )
{ {
currentEnergy -= 1.0f; if(this->hasObject)
if(!this->hasObject)
{ {
ForcePull(usage,dt); currentEnergy -= 1.0f;
// add CD if(!this->hasObject)
((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_SecondaryShoot); {
ForcePull(usage,dt);
// add CD
((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_SecondaryShoot);
}
} }
} }
else //Energy drained, release object else //Energy drained, release object
@ -76,20 +77,27 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
this->hasObject = false; this->hasObject = false;
this->heldObject = NULL; this->heldObject = NULL;
} }
break; break;
case WEAPON_INTERRUPT:
CASE_WEAPON_INTERRUPT:
((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
this->hasObject = false;
this->heldObject = NULL;
break;
case WEAPON_USE_SECONDARY_RELEASE: case WEAPON_USE_SECONDARY_RELEASE:
{
if (this->hasObject) //Dummy check
{ {
//((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation(); if (this->hasObject) //Dummy check
//this->hasObject = false; {
//this->heldObject = NULL; //((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
//this->hasObject = false;
//this->heldObject = NULL;
}
} }
} break;
break;
case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS: case WEAPON_USE_UTILLITY_PRESS:
if(currentEnergy >= 90.0f) if(currentEnergy >= 90.0f)
{ {
currentEnergy -= 90.0f; currentEnergy -= 90.0f;
@ -97,9 +105,8 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
// add CD // add CD
((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_UtilityActivate); ((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_UtilityActivate);
} }
break; break;
} }
} }
void AttatchmentMassDriver::Update(float dt) void AttatchmentMassDriver::Update(float dt)