small name changes

This commit is contained in:
Erik Persson 2014-01-16 11:17:19 +01:00
parent 8f3befecf4
commit 0080a9f6f2
8 changed files with 18 additions and 18 deletions

View File

@ -39,16 +39,16 @@ AttatchmentMassDriver::~AttatchmentMassDriver(void)
/********************************************************
* Uses the attatchment and will from here switch case the different WEAPON_FIRE's that are to be used
********************************************************/
void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &fireInput)
void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage)
{
//switch case to determin what functionallity to use in the attatchment
switch (fireInput)
switch (usage)
{
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
ForcePush(fireInput);
ForcePush(usage);
break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
ForcePull(fireInput);
ForcePull(usage);
break;
}
@ -57,7 +57,7 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &fireInp
/********************************************************
* Pushes objects in a cone in front of the weapon when fired
********************************************************/
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput)
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage)
{
//create coneRigidBody that will then collide with object and push them in the aimed direction
}
@ -65,7 +65,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput)
/********************************************************
* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
********************************************************/
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &fireInput)
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage)
{
//Oyster::Physics::API::Instance().ApplyForceAt(owner->GetRigidBody(), owner->GetRigidBody()->GetCenter(), owner->GetLookDir() * 100);
}

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@ -15,26 +15,26 @@ namespace GameLogic
~AttatchmentMassDriver(void);
void UseAttatchment(const WEAPON_FIRE &fireInput);
void UseAttatchment(const WEAPON_FIRE &usage);
private:
/********************************************************
* Pushes objects and players in a cone in front of the player
* @param fireInput: allows switching on different functionality in this specific function
********************************************************/
void ForcePush(const WEAPON_FIRE &fireInput);
void ForcePush(const WEAPON_FIRE &usage);
/********************************************************
* Pulls the player forward, this is a movement tool
* @param fireInput: allows switching on different functionality in this specific function
********************************************************/
void ForcePull(const WEAPON_FIRE &fireInput);
void ForcePull(const WEAPON_FIRE &usage);
/********************************************************
* Sucks objects towards the player, the player can then pick up an object and throw it as a projectile
* @param fireInput: allows switching on different functionality in this specific function
********************************************************/
void ForceSuck(const WEAPON_FIRE &fireInput);
void ForceSuck(const WEAPON_FIRE &usage);
private:
struct PrivateData;

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@ -38,7 +38,7 @@ namespace GameLogic
* @param playerID: ID of the player you want to recieve the message
* @param Usage: enum value on what kind of action is to be taken
********************************************************/
void UseWeapon(int playerID, const WEAPON_FIRE &Usage);
void UseWeapon(int playerID, const WEAPON_FIRE &usage);
/********************************************************
* Gets players position

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@ -20,7 +20,7 @@ void Game::PlayerData::Move(const PLAYER_MOVEMENT &movement)
{
this->player->Move(movement);
}
void Game::PlayerData::UseWeapon(int playerID, const WEAPON_FIRE &Usage)
void Game::PlayerData::UseWeapon(int playerID, const WEAPON_FIRE &usage)
{
}

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@ -19,7 +19,7 @@ namespace GameLogic
IAttatchment(void);
~IAttatchment(void);
virtual void UseAttatchment(const WEAPON_FIRE &fireInput) = 0;
virtual void UseAttatchment(const WEAPON_FIRE &usage) = 0;
private:

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@ -71,9 +71,9 @@ void Player::MoveLeft()
setState.ApplyLinearImpulse(-r * 100);
}
void Player::UseWeapon(const WEAPON_FIRE &Usage)
void Player::UseWeapon(const WEAPON_FIRE &usage)
{
this->weapon->Use(Usage);
this->weapon->Use(usage);
}
void Player::Respawn(Oyster::Math::Float3 spawnPoint)

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@ -37,7 +37,7 @@ namespace GameLogic
* Uses the weapon based on input
* @param fireInput: enum value on what kind of action is to be taken
********************************************************/
void UseWeapon(const WEAPON_FIRE &Usage);
void UseWeapon(const WEAPON_FIRE &usage);
/********************************************************
* Respawns the player, this resets several stats and settings on the player

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@ -50,11 +50,11 @@ Weapon::~Weapon(void)
/********************************************************
* Uses the weapon based on the input given and the current chosen attatchment
********************************************************/
void Weapon::Use(const WEAPON_FIRE &fireInput)
void Weapon::Use(const WEAPON_FIRE &usage)
{
if (myData->selectedAttatchment)
{
myData->selectedAttatchment->UseAttatchment(fireInput);
myData->selectedAttatchment->UseAttatchment(usage);
}
}