--- a/src/PhysicsObject.cc Sat Dec 06 14:36:37 2008 +0000
+++ b/src/PhysicsObject.cc Sat Dec 06 16:17:05 2008 +0000
@@ -7,7 +7,7 @@
PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass,
Vector position, Vector velocity)
: world(world), position(position), velocity(velocity),
- mass(mass), inAir(true), aim(0), facingRight(true), reloadTimer(0) {
+ mass(mass), inAir(true), aim(0), facingRight(true) {
// TODO: Is thir the right way to do this?
//world.addPlayerObject(this);
}
@@ -64,7 +64,7 @@
float velocity = PLAYER_WALK_SPEED;
float walkAmount = (velocity*dt)/1000;
Vector reached = this->position;
- while(walkAmount > 0 && !this->inAir) {
+ while (walkAmount > 0 && !this->inAir) {
this->position = walk_one_step((1 < walkAmount ? 1 : walkAmount), right);
walkAmount--;
}
@@ -112,12 +112,6 @@
* integration and collision detection.
*/
void PhysicsObject::updatePosition (TimeMS dt) {
-
- // Reloads weapon if not reloaded
- reloadTimer -= dt;
- if(reloadTimer < 0)
- reloadTimer = 0;
-
// Add gravity to the force queue
forceq.push(world.gravity);
@@ -330,10 +324,6 @@
this->updatePosition(tick_length);
}
-bool PhysicsObject::canShoot() {
- return this->reloadTimer <= 0;
-}
-
void PhysicsObject::draw(CL_GraphicContext *gc) {
CL_Quad player(
(position+shape[0]).x, (position+shape[0]).y,