New weapon behaviours
This commit is contained in:
@@ -6,36 +6,32 @@ void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWr
|
||||
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::UpdateWeapon(WeaponInfo& wi, double dt)
|
||||
void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
|
||||
bool isFiring = cWeapon["IsFiring"];
|
||||
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
|
||||
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||
if (isFiring && cooldownPassed && isNotShielding) {
|
||||
fireShell(wi);
|
||||
fireShell(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::OnPrimaryFire(WeaponInfo& wi)
|
||||
void DefenderWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
cWeapon["IsFiring"] = true;
|
||||
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
|
||||
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||
if (cooldownPassed && isNotShielding) {
|
||||
fireShell(wi);
|
||||
fireShell(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::OnCeasePrimaryFire(WeaponInfo& wi)
|
||||
void DefenderWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
cWeapon["IsFiring"] = false;
|
||||
}
|
||||
|
||||
bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e)
|
||||
bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command == "SpecialAbility" && IsServer) {
|
||||
EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
|
||||
@@ -57,10 +53,8 @@ bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
|
||||
return true;
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
|
||||
void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
|
||||
cWeapon["TimeSinceLastFire"] = 0.0;
|
||||
int numPellets = cWeapon["NumPellets"];
|
||||
float spreadAngle = cWeapon["SpreadAngle"];
|
||||
@@ -95,13 +89,13 @@ void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
|
||||
orientation.x += angles.x;
|
||||
orientation.y += angles.y;
|
||||
glm::vec3 trajectory = direction * distance;
|
||||
dealDamage(wi, direction, pelletDamage);
|
||||
dealDamage(cWeapon, wi, direction, pelletDamage);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage)
|
||||
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
|
||||
{
|
||||
// Only deal damage client side
|
||||
if (!IsClient) {
|
||||
|
||||
Reference in New Issue
Block a user