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-rw-r--r--Stars45/Weapon.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/Stars45/Weapon.cpp b/Stars45/Weapon.cpp
index 406a151..45483a0 100644
--- a/Stars45/Weapon.cpp
+++ b/Stars45/Weapon.cpp
@@ -45,9 +45,9 @@ Weapon::Weapon(WeaponDesign* d, int nmuz, Vec3* muzzles, double az, double el)
ZeroMemory(visible_stores, sizeof(visible_stores));
if (design->primary)
- abrv = Game::GetText("sys.weapon.primary.abrv");
+ abrv = Game::GetInstance()->GetText("sys.weapon.primary.abrv");
else
- abrv = Game::GetText("sys.weapon.secondary.abrv");
+ abrv = Game::GetInstance()->GetText("sys.weapon.secondary.abrv");
nbarrels = nmuz;
@@ -375,7 +375,7 @@ Weapon::Distribute(double delivered_energy, double seconds)
energy = (float) (delivered_energy/seconds);
}
- else if (!Game::Paused()) {
+ else if (!Game::GetInstance()->Paused()) {
energy += (float) (delivered_energy * 1.25);
if (energy > capacity)
@@ -589,7 +589,7 @@ Weapon::Track(SimObject* targ, System* sub)
Shot*
Weapon::Fire()
{
- if (Game::Paused())
+ if (Game::GetInstance()->Paused())
return 0;
if (ship && ship->CheckFire())
@@ -667,7 +667,7 @@ Weapon::NetFirePrimary(SimObject* tgt, System* sub, int count)
{
Shot* shot = 0;
- if (!IsPrimary() || Game::Paused())
+ if (!IsPrimary() || Game::GetInstance()->Paused())
return shot;
if (active_barrel < 0 || active_barrel >= nbarrels)
@@ -697,7 +697,7 @@ Weapon::NetFireSecondary(SimObject* tgt, System* sub, DWORD objid)
{
Shot* shot = 0;
- if (IsPrimary() || Game::Paused())
+ if (IsPrimary() || Game::GetInstance()->Paused())
return shot;
if (active_barrel < 0 || active_barrel >= nbarrels)
@@ -732,7 +732,7 @@ Weapon::FireBarrel(int n)
Shot* shot = 0;
SimRegion* region = ship->GetRegion();
- if (!region || n < 0 || n >= nbarrels || Game::Paused())
+ if (!region || n < 0 || n >= nbarrels || Game::GetInstance()->Paused())
return 0;
firing = 1;
@@ -1144,7 +1144,7 @@ Weapon::CanLockPoint(const Point& test, double& az, double& el, Point* obj)
void
Weapon::AimTurret(double az, double el)
{
- double seconds = (Game::GameTime() - aim_time) / 1000.0;
+ double seconds = (Game::GetInstance()->GameTime() - aim_time) / 1000.0;
// don't let the weapon turn faster than turret slew rate:
double max_turn = design->slew_rate * seconds;
@@ -1169,7 +1169,7 @@ Weapon::AimTurret(double az, double el)
old_azimuth = (float) az;
old_elevation = (float) el;
- aim_time = Game::GameTime();
+ aim_time = Game::GetInstance()->GameTime();
}
void