Changed SprintAbility to take StrengthOfEffect. PlayerMovementSystem: if Sniper is sprinting he will now move faster.

This commit is contained in:
verysecrethero
2016-02-18 15:17:19 +01:00
parent b2304a95f8
commit b81bb9eeea
4 changed files with 23 additions and 4 deletions
+11 -1
View File
@@ -58,7 +58,14 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
playerMovementSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
playerCrouchSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
}
bool sniperSprinting = false;
if (player.HasComponent("SprintAbility")) {
if (controller->SniperSprintingCheck()) {
playerMovementSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
playerCrouchSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
sniperSprinting = true;
}
}
if (player.HasComponent("Physics")) {
ComponentWrapper cPhysics = player["Physics"];
@@ -114,6 +121,9 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
if (playerBoostAssaultEntity.Valid()) {
accelerationSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
}
if (sniperSprinting) {
accelerationSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
}
velocity += accelerationSpeed * wishDirection;
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
}