WeaponSystem now handles "PrimaryFire" input events. It sends out ePlayerDamage event if it hits a player. Included some tests

This commit is contained in:
verysecrethero
2016-01-21 11:55:51 +01:00
parent 7b34e001ba
commit bdebc9de62
4 changed files with 311 additions and 0 deletions
+2
View File
@@ -9,6 +9,7 @@
#include "Systems/PlayerSpawnSystem.h"
#include "Core/EntityFileWriter.h"
#include "Game/Systems/CapturePointSystem.h"
#include "Game/Systems/WeaponSystem.h"
Game::Game(int argc, char* argv[])
{
@@ -82,6 +83,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);