//////////////////////////////////////////////////////////////////////////////// // 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 //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_WeaponSoundh_INCLUDE__) #define __INCLUDE_WeaponSoundh_INCLUDE__ #include #include class WeaponSound : public Weapon { public: WeaponSound(); virtual ~WeaponSound(); virtual bool parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode); const char *getSound(); float getGain() { return gain_; } float getRolloff() { return rolloff_; } float getReferenceDistance() { return referenceDistance_; } bool getRelative() { return relative_; } // Inherited from Weapon void fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &velocity, unsigned int data = 0); REGISTER_ACCESSORY_HEADER(WeaponSound, AccessoryPart::AccessoryWeapon); protected: std::vector sounds_; float gain_; float rolloff_; float referenceDistance_; bool relative_; }; #endif // __INCLUDE_WeaponSoundh_INCLUDE__