Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
2996627c56
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@ -11,10 +11,18 @@ AttatchmentMassDriver::AttatchmentMassDriver(void)
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this->owner = 0;
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this->owner = 0;
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this->heldObject = NULL;
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this->heldObject = NULL;
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this->hasObject = false;
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this->hasObject = false;
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this->currentEnergy = StandardMaxEnergy;
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this->maxEnergy = StandardMaxEnergy;
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this->rechargeRate = StandardrechargeRate;
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this->force = Standardforce;
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}
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}
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AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
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AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
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{
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{
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this->currentEnergy = StandardMaxEnergy;
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this->maxEnergy = StandardMaxEnergy;
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this->rechargeRate = StandardrechargeRate;
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this->force = Standardforce;
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this->owner = &owner;
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this->owner = &owner;
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this->heldObject = NULL;
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this->heldObject = NULL;
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@ -36,15 +44,27 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
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switch (usage)
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switch (usage)
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{
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{
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case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
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case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
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ForcePush(usage,dt);
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if(currentEnergy >= 90.0f)
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{
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currentEnergy -= 90.0f;
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ForcePush(usage,dt);
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}
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break;
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break;
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case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
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case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
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ForcePull(usage,dt);
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if(currentEnergy >= 1.0f)
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{
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currentEnergy -= 1.0f;
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ForcePull(usage,dt);
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}
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break;
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break;
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case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
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case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
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ForceZip(usage,dt);
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if(currentEnergy >= 90.0f)
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{
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currentEnergy -= 90.0f;
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ForceZip(usage,dt);
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}
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break;
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break;
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}
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}
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@ -64,7 +84,14 @@ void AttatchmentMassDriver::Update(float dt)
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heldObject->SetPosition(pos);
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heldObject->SetPosition(pos);
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heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
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heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
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currentEnergy += rechargeRate * 0.5f; //rechargeRate is halfed if you are holding an object
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}
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}
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else
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{
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currentEnergy += rechargeRate;
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}
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}
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}
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/********************************************************
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/********************************************************
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@ -78,7 +105,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
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if(hasObject)
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if(hasObject)
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{
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{
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (800);
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force);
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heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce);
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heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce);
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((DynamicObject*)(heldObject->GetCustomTag()))->RemoveManipulation();
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((DynamicObject*)(heldObject->GetCustomTag()))->RemoveManipulation();
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hasObject = false;
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hasObject = false;
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@ -91,12 +118,10 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
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Oyster::Math::Float lenght = 10;
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Oyster::Math::Float lenght = 10;
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Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
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Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (400);
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.6f);
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Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
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Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
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forcePushData args;
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forcePushData args;
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args.pushForce = pushForce;
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args.pushForce = pushForce;
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args.p = this->owner;
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args.p = this->owner;
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@ -111,7 +136,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
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********************************************************/
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********************************************************/
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void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
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void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
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{
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{
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Oyster::Math::Float3 force = Oyster::Math::Float4(this->owner->GetLookDir()) * (1000);
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Oyster::Math::Float3 force = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force);
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this->owner->GetRigidBody()->ApplyImpulse(force);
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this->owner->GetRigidBody()->ApplyImpulse(force);
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}
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}
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@ -132,11 +157,11 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
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Oyster::Math::Float lenght = 10;
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Oyster::Math::Float lenght = 10;
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Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
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Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
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Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100);
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Oyster::Math::Float4 pullForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.2);
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Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
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Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
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forcePushData args;
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forcePushData args;
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args.pushForce = -pushForce;
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args.pushForce = -pullForce;
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args.p = this->owner;
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args.p = this->owner;
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Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
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Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
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@ -4,8 +4,14 @@
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#ifndef ATTATCHMENTMASSDRIVER_H
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#ifndef ATTATCHMENTMASSDRIVER_H
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#define ATTATCHMENTMASSDRIVER_H
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#define ATTATCHMENTMASSDRIVER_H
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#include "IAttatchment.h"
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#include "IAttatchment.h"
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namespace GameLogic
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namespace GameLogic
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{
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{
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const Oyster::Math::Float StandardMaxEnergy = 100.0f;
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const Oyster::Math::Float StandardrechargeRate = 0.5f;
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const Oyster::Math::Float Standardforce = 1000.0f;
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class AttatchmentMassDriver : public IAttatchment
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class AttatchmentMassDriver : public IAttatchment
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{
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{
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@ -53,6 +59,19 @@ namespace GameLogic
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Oyster::Physics::ICustomBody *heldObject;
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Oyster::Physics::ICustomBody *heldObject;
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bool hasObject;
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bool hasObject;
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Oyster::Math::Float force;
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Oyster::Math::Float maxEnergy;
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Oyster::Math::Float currentEnergy;
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Oyster::Math::Float rechargeRate;
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struct Aim
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{
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};
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};
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};
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}
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}
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#endif
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#endif
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