small fixes and explosive crate do 90 dmg

This commit is contained in:
lindaandersson 2014-02-21 15:54:43 +01:00
parent 4f838bb39e
commit 1d147004a2
5 changed files with 14 additions and 9 deletions

View File

@ -3,6 +3,7 @@
using namespace DanBias::Client; using namespace DanBias::Client;
C_DynamicObj::C_DynamicObj(void) C_DynamicObj::C_DynamicObj(void)
:C_Object()
{ {
} }

View File

@ -3,6 +3,7 @@
using namespace DanBias::Client; using namespace DanBias::Client;
C_StaticObj::C_StaticObj(void) C_StaticObj::C_StaticObj(void)
:C_Object()
{ {
} }

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@ -217,6 +217,8 @@ bool GameState::Render()
playerObject = this->privData->players.begin(); playerObject = this->privData->players.begin();
for( ; playerObject != this->privData->players.end(); ++playerObject ) for( ; playerObject != this->privData->players.end(); ++playerObject )
{
if(playerObject->second)
{ {
if( playerObject->second->getBRtype() == RB_Type_Cube) if( playerObject->second->getBRtype() == RB_Type_Cube)
{ {
@ -227,6 +229,7 @@ bool GameState::Render()
Oyster::Graphics::API::RenderDebugSphere( playerObject->second->getRBWorld()); Oyster::Graphics::API::RenderDebugSphere( playerObject->second->getRBWorld());
} }
} }
}
staticObject = this->privData->staticObjects->begin(); staticObject = this->privData->staticObjects->begin();
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject ) for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )

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@ -164,8 +164,8 @@ using namespace GameLogic;
if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player) if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
{ {
Player *hitPlayer = (Player*)realObj; Player *hitPlayer = (Player*)realObj;
//hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision()); hitPlayer->DamageLife(ExplosionSource->extraDamageOnCollision);
hitPlayer->GetRigidBody()->ApplyImpulse(force); //hitPlayer->GetRigidBody()->ApplyImpulse(force);
//do shredding damage //do shredding damage
} }

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@ -69,7 +69,7 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
break; break;
case ObjectSpecialType_RedExplosiveBox: case ObjectSpecialType_RedExplosiveBox:
{ {
Oyster::Math::Float dmg = 50; Oyster::Math::Float dmg = 90;
Oyster::Math::Float force = 500; Oyster::Math::Float force = 500;
Oyster::Math::Float radie = 3; Oyster::Math::Float radie = 3;
gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie); gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie);