//#include "baseentity.h"
//#include "player.h"
//#include "mathematic.h"
//#include "attack_info.h"
//
//CAttackTarget::CAttackTarget()
//{
//	m_sClassName = "item_attack_target";
//	radius = 32;
//	m_bIsDeath = false;
//	pTarget = NULL;
//	m_iDlist = glGenLists(1);
//	m_fRotation = 0.0f;
//}
//
//void CAttackTarget::draw()
//{
//	glPushAttrib(GL_ENABLE_BIT);
//	glEnable(GL_ALPHA_TEST);
//	glDisable(GL_CULL_FACE);
//	glDisable(GL_LIGHTING);
//		glPushMatrix();
//		glTranslatef(origin[0],origin[1],origin[2]);
//		glRotatef(m_fRotation, 0.0f,0.0f,1.0f);
//		
//			if(m_iTextureId != -1)
//			{
//				glBindTexture(GL_TEXTURE_2D, m_iTextureId);
//				glCallList(m_iDlist);
//			}
//		
//
//
//		glPopMatrix();
//	glPopAttrib();
//
//}
//void CAttackTarget::compile()
//{
//	m_iTextureId = -1;
//
//	TextureElement *pTex = textureLibrary.applyTexture("TARGET");
//	if(pTex != NULL)
//	{
//		m_iTextureId = pTex->texture_id;
//	}
//		
//		if(pTex != NULL)
//		{
//			int width = -(int)(pTex->image.width / 2);	
//			int height = pTex->image.height;
//			glNewList( m_iDlist,GL_COMPILE);	//render mode
//				glBegin(GL_TRIANGLE_STRIP);
//					glColor3f(1.0f,1.0f,1.0f);
//					glTexCoord2i(0,1);	glVertex3i( -width,0, height);
//					glTexCoord2i(0,0);	glVertex3i( -width,0,0);
//					glTexCoord2i(1,1);	glVertex3i( width,0, height);
//					glTexCoord2i(1,0);	glVertex3i( width,0, 0);
//				glEnd();
//			glEndList();
//
//
//			height -= pTex->image.height/4;	//telo
//			glNewList( m_iDlist+1,GL_COMPILE);	//selection mode
//				glBegin(GL_TRIANGLE_STRIP);
//					glVertex3i( -width,0, height);
//					glVertex3i( -width,0, 0);
//					glVertex3i( width,0, height);
//					glVertex3i( width,0, 0);
//				glEnd();
//				glBegin(GL_TRIANGLE_STRIP);
//					glVertex3f( -width/2.0f,0.0f, (float)pTex->image.height);
//					glVertex3f( -width/2.0f,0.0f, (float)(pTex->image.height - height));
//					glVertex3f( width/2.0f,0.0f, (float)pTex->image.height);
//					glVertex3f( width/2.0f,0.0f, (float)(pTex->image.height - height));
//				glEnd();
//			glEndList();
//
//
///*			pPointsinfo->m_fInfo[0] =origin.field[0] -width;
//			pPointsinfo->m_fInfo[1] =origin.field[0] +width;
//			pPointsinfo->m_fInfo[2] = origin.field[1]-width;
//			pPointsinfo->m_fInfo[3] = origin.field[1]+width;
//			pPointsinfo->m_fInfo[4] = origin.field[2];
//			pPointsinfo->m_fInfo[5] = origin.field[2]+pTex->height;*/
//			radius = sqrt(pow((float)width,2.0f) + pow((float)width,2.0f) + pow((float)pTex->image.height / 2,2.0f));
//			//firstBrush->m_pointCenter = new point( origin[0], origin[1], origin[2] + pTex->height / 2);
//			//firstBrush->radius = radius;
//		}
//	
//}
//
//void CAttackTarget::run()
//{
//	if(m_bIsDeath)
//		return;
//
//	m_fRotation+=0.7f;
//		if(m_fRotation>360.0f)
//			m_fRotation = 0.0f;
//}
//
//
//
//void CAttackTarget::onAttack( AttackInfo &attackinfo)
//{
//	if(m_bIsDeath)
//		return;
//
//	if(attackinfo.m_pInitiator && attackinfo.m_pInitiator->getClassName() == "player")
//	{
//		m_bIsDeath = true;
//		CPlayer *pPlayer = reinterpret_cast<CPlayer*>(attackinfo.m_pInitiator);
//		pPlayer->shootTarget();
//		decompile();
//	}
//}
