From 37a8c7aa64bdded36f452e6f95c829165d44e792 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Sat, 30 Oct 2010 12:38:41 +0000 Subject: moved clientside thrust and power state into render::RenderExt, added engine spawnflag to func_rotate --- src/render/renderext.h | 41 +++++++++++++++++++++++++++++++---------- 1 file changed, 31 insertions(+), 10 deletions(-) (limited to 'src/render/renderext.h') diff --git a/src/render/renderext.h b/src/render/renderext.h index ce4b2a4..b70b4a0 100644 --- a/src/render/renderext.h +++ b/src/render/renderext.h @@ -24,44 +24,65 @@ public: typedef std::list ParticleSystems; - virtual void frame(float elapsed); - - inline bool visible() const { + inline const bool visible() const { return state_visible; } - inline bool detailvisible() const { + inline const bool detailvisible() const { return state_detailvisible; } + inline const bool power() const { + return state_power; + } + /** - * true if the entity is behind the camera + * @brief returns true if the entity is behind the camera */ - inline bool behind() const { + inline const bool behind() const { return state_behind; } - inline float fuzz() const { + inline const float fuzz() const { return state_fuzz; } - /// distance to the camera + inline const float thrust() const { + return state_thrust; + } + + inline const float enginetime() const { + return state_enginetime; + } + + /** + * @brief distance from attached entity to camera + */ inline float distance() const { return state_distance; } - /// particles + /** + * @brief particle systems for the attached entity + */ inline ParticleSystems &particles() { return state_particles; } - + + virtual void frame(float elapsed); + private: bool state_visible; bool state_detailvisible; bool state_behind; + bool state_power; + float state_fuzz; float state_distance; + + float state_enginetime; + float state_thrust; ParticleSystems state_particles; }; -- cgit v1.2.3