diff --git a/include/Engine/Core/EPlayerDamage.h b/include/Engine/Core/EPlayerDamage.h index 87ad67aa..e0f2acd7 100644 --- a/include/Engine/Core/EPlayerDamage.h +++ b/include/Engine/Core/EPlayerDamage.h @@ -11,8 +11,6 @@ struct PlayerDamage : Event { double DamageAmount; EntityID PlayerDamagedID; - //optional TypeOfDamage - std::string TypeOfDamage; }; } diff --git a/src/Engine/Network/Client.cpp b/src/Engine/Network/Client.cpp index 8eee335e..10432bba 100644 --- a/src/Engine/Network/Client.cpp +++ b/src/Engine/Network/Client.cpp @@ -288,7 +288,6 @@ bool Client::OnPlayerDamage(const Events::PlayerDamage & e) Packet packet(MessageType::OnInputCommand, m_SendPacketID); packet.WritePrimitive(e.DamageAmount); packet.WritePrimitive(e.PlayerDamagedID); - packet.WriteString(e.TypeOfDamage); send(packet); return false; } diff --git a/src/Engine/Network/Server.cpp b/src/Engine/Network/Server.cpp index 8a194c0e..f4373a83 100644 --- a/src/Engine/Network/Server.cpp +++ b/src/Engine/Network/Server.cpp @@ -240,7 +240,6 @@ void Server::parseOnPlayerDamage(Packet & packet) Events::PlayerDamage e; e.DamageAmount = packet.ReadPrimitive(); e.PlayerDamagedID = packet.ReadPrimitive(); - e.TypeOfDamage = packet.ReadString(); m_EventBroker->Publish(e); //LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str()); } diff --git a/src/Game/Systems/WeaponSystem.cpp b/src/Game/Systems/WeaponSystem.cpp index 6a701f6d..ec81b08b 100644 --- a/src/Game/Systems/WeaponSystem.cpp +++ b/src/Game/Systems/WeaponSystem.cpp @@ -16,20 +16,19 @@ void WeaponSystem::Update(World* world, double dt) //TODO: check if player has enough ammo and if weapon has a cooldown or not //pick the object - PickData somePickData = m_Renderer->Pick(std::get<1>(m_EShootVector[i - 1])); - if (somePickData.Entity == EntityID_Invalid) { + PickData pickDataFromShot = m_Renderer->Pick(std::get<1>(m_EShootVector[i - 1])); + if (pickDataFromShot.Entity == EntityID_Invalid) { m_EShootVector.erase(m_EShootVector.begin() + i - 1); continue; } //if its a player, do PlayerDamage event - const bool hasPlayerComponent = world->HasComponent(somePickData.Entity, "Player"); + const bool hasPlayerComponent = world->HasComponent(pickDataFromShot.Entity, "Player"); if (hasPlayerComponent) { Events::PlayerDamage ePlayerDamage; //TODO: damage based on weapontype/class? //TODO: multiple shots at the same time? (shotgunner) ePlayerDamage.DamageAmount = 25; - ePlayerDamage.PlayerDamagedID = somePickData.Entity; - ePlayerDamage.TypeOfDamage = "Some Weapon"; + ePlayerDamage.PlayerDamagedID = pickDataFromShot.Entity; m_EventBroker->Publish(ePlayerDamage); } m_EShootVector.erase(m_EShootVector.begin() + i - 1);