33 lines
1.3 KiB
C++
33 lines
1.3 KiB
C++
#include "WeaponBehaviour.h"
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#include "Collision/Collision.h"
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#include "Core/EPlayerDamage.h"
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class SidearmWeaponBehaviour : public WeaponBehaviour<SidearmWeaponBehaviour>
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{
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public:
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SidearmWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
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: System(systemParams)
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, WeaponBehaviour(systemParams, "SidearmWeapon", renderer, collisionOctree)
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, m_RandomEngine(m_RandomDevice())
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{ }
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void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
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void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
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void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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private:
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std::random_device m_RandomDevice;
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std::mt19937 m_RandomEngine;
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// Weapon functions
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void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi);
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//void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
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// Utility
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bool canFire(ComponentWrapper cWeapon);
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bool playerInFirstPerson(EntityWrapper player);
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//float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
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}; |