Danbias/Code/Game/GameLogic/AttatchmentMassDriver.h

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//////////////////////////////////////////////////
//Created by Erik of the GameLogic team
//////////////////////////////////////////////////
#ifndef ATTATCHMENTMASSDRIVER_H
#define ATTATCHMENTMASSDRIVER_H
#include "IAttatchment.h"
namespace GameLogic
{
class AttatchmentMassDriver : public IAttatchment
{
public:
AttatchmentMassDriver(void);
AttatchmentMassDriver(Player &owner);
~AttatchmentMassDriver(void);
void UseAttatchment(const WEAPON_FIRE &usage, float dt);
void Update(float dt);
private:
/********************************************************
* Pushes objects and players in a cone in front of the player
* @param usage: allows switching on different functionality in this specific function
********************************************************/
void ForcePush(const WEAPON_FIRE &usage, float dt);
/********************************************************
* Pulls the player forward, this is a movement tool
* @param usage: allows switching on different functionality in this specific function
********************************************************/
void ForceZip(const WEAPON_FIRE &usage, float dt);
/********************************************************
* Sucks objects towards the player, the player can then pick up an object and throw it as a projectile
* @param usage: allows switching on different functionality in this specific function
********************************************************/
void ForcePull(const WEAPON_FIRE &usage, float dt);
/********************************************************
* Sucks objects towards the player, the player can then pick up an object and throw it as a projectile
* @param usage: allows switching on different functionality in this specific function
********************************************************/
void PickUpObject(const WEAPON_FIRE &usage, float dt);
static void ForcePushAction(Oyster::Physics::ICustomBody *obj, void* args);
static void AttemptPickUp(Oyster::Physics::ICustomBody *obj, void* args);
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private:
Oyster::Physics::ICustomBody *heldObject;
bool hasObject;
};
}
#endif