diff --git a/src/Game/PlayerSystem.cpp b/src/Game/PlayerSystem.cpp index dff5c410..c9112b01 100644 --- a/src/Game/PlayerSystem.cpp +++ b/src/Game/PlayerSystem.cpp @@ -29,36 +29,28 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou double currentHealth = (double)world->GetComponent(player.EntityID, "Health")["Health"]; int currentAmmo = 0; double currentCoolDownTimer = 0.0; + std::string HeldItemString = ""; + if ((int)player["EquippedItem"] == (int)HeldItem::PrimaryItem) + HeldItemString = "PrimaryItem"; + if ((int)player["EquippedItem"] == (int)HeldItem::SecondaryItem) + HeldItemString = "SecondaryItem"; - if ((int)player["EquippedItem"] == (int)HeldItem::PrimaryItem) { - ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "PrimaryItem"); + if (HeldItemString != "") { + ComponentWrapper& currentItem = world->GetComponent(player.EntityID, HeldItemString); currentAmmo = (int)currentItem["Ammo"]; currentCoolDownTimer = (double)currentItem["CoolDownTimer"]; - } - if ((int)player["EquippedItem"] == (int)HeldItem::SecondaryItem) { - ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "SecondaryItem"); - currentAmmo = (int)currentItem["Ammo"]; - currentCoolDownTimer = (double)currentItem["CoolDownTimer"]; - } - if (currentHealth > 0.0 && currentAmmo > 0 && currentCoolDownTimer < 0.001) { - //decrease ammo count - //TODO: temp, set the cooldowntimer - probably done in some other system (itemSystem?) later - if ((int)player["EquippedItem"] == (int)HeldItem::PrimaryItem) { - ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "PrimaryItem"); + if (currentHealth > 0.0 && currentAmmo > 0 && currentCoolDownTimer < 0.001) { + //decrease ammo count + //TODO: temp, set the cooldowntimer - probably done in some other system (itemSystem?) later currentItem["Ammo"] = (int)currentItem["Ammo"] - 1; currentItem["CoolDownTimer"] = 2.0;//change later! + //create and publish the shoot event + Events::Shoot eShoot; + eShoot.currentAimingPoint = aimingCoordinates; + eShoot.currentlyEquippedItem = (int)(player["EquippedItem"]); + m_EventBroker->Publish(eShoot); } - if ((int)player["EquippedItem"] == (int)HeldItem::SecondaryItem) { - ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "SecondaryItem"); - currentItem["Ammo"] = (int)currentItem["Ammo"] - 1; - currentItem["CoolDownTimer"] = 2.0;//change later! - } - //create and publish the shoot event - Events::Shoot eShoot; - eShoot.currentAimingPoint = aimingCoordinates; - eShoot.currentlyEquippedItem = (int) ((double)player["EquippedItem"]); - m_EventBroker->Publish(eShoot); } } }