#include "AIManager.hxx"
#include "AIBase.hxx"
-using std::vector;
-using std::list;
-
class FGAIBallistic : public FGAIBase {
public:
void setCollision(bool c);
void setExpiry(bool e);
void setImpact(bool i);
- void setImpactReportNode(const string&);
+ void setImpactReportNode(const std::string&);
void setContentsNode(const SGPropertyNode_ptr);
void setFuseRange(double f);
- void setSMPath(const string&);
+ void setSMPath(const std::string&);
void setSubID(int i);
- void setSubmodel(const string&);
+ void setSubmodel(const std::string&);
void setExternalForce( bool f );
- void setForcePath(const string&);
- void setContentsPath(const string&);
+ void setForcePath(const std::string&);
+ void setContentsPath(const std::string&);
void setForceStabilisation( bool val );
void setGroundOffset(double g);
void setLoadOffset(double l);
bool _slave_load_to_ac;// if true, object will be slaved to the parent ac pos
double _contents_lb; // contents of the object
double _weight_lb; // weight of the object (no contents if appropriate) (lbs)
- string _mat_name;
+ std::string _mat_name;
bool _report_collision; // if true a collision point with AI Objects is calculated
bool _report_impact; // if true an impact point on the terrain is calculated
//SGPropertyNode_ptr _p_spd_node;
double _fuse_range;
- double _distance;
- double _dt_count;
- double _next_run;
- string _submodel;
- string _force_path;
- string _contents_path;
+ std::string _submodel;
+ std::string _force_path;
+ std::string _contents_path;
void handle_collision();
void handle_expiry();
double _ground_offset;
double _load_offset;
- double _old_height;
SGVec3d _oldcartoffsetPos;
SGVec3d _oldcartPos;