HealthPickups are now based on a percentage of player maxhealth. You can no longer pickup healthpacks if you are at max health. You can no longer gain more than maxHealth.

This commit is contained in:
verysecrethero
2016-02-08 11:22:28 +01:00
parent f8e514d21e
commit ce22854168
4 changed files with 12 additions and 5 deletions
+8 -2
View File
@@ -43,10 +43,16 @@ bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
if (!e.Trigger.HasComponent("HealthPickup")) {
return false;
}
double healthGiven = 0.01*(double)e.Trigger["HealthPickup"]["HealthGain"] * (double)e.Entity["Health"]["MaxHealth"];
//cant pick up healthpacks if you are already at MaxHealth
if ((double)e.Entity["Health"]["Health"] >= (double)e.Entity["Health"]["MaxHealth"]) {
return false;
}
//personEntered = e.Entity, thingEntered = e.Trigger
Events::PlayerHealthPickup ePlayerHealthPickup;
ePlayerHealthPickup.HealthAmount = e.Trigger["HealthPickup"]["HealthGain"];
ePlayerHealthPickup.PlayerHealedID = e.Entity.ID;
ePlayerHealthPickup.HealthAmount = healthGiven;
ePlayerHealthPickup.Player = e.Entity;
m_EventBroker->Publish(ePlayerHealthPickup);
//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)