GL - using real dmg algorithm

This commit is contained in:
Erik Persson 2014-02-03 16:20:50 +01:00
parent 7f29b62c6f
commit 2c3b1e5038
1 changed files with 2 additions and 9 deletions

View File

@ -11,7 +11,6 @@ using namespace Oyster;
using namespace GameLogic;
void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss);
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
//Physics::ICustomBody::SubscriptMessage
@ -29,7 +28,7 @@ using namespace GameLogic;
break;
case OBJECT_TYPE::OBJECT_TYPE_BOX:
PlayerVBox(*player,(*(DynamicObject*) realObj), kineticEnergyLoss);
PlayerVObject(*player,*realObj, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
@ -43,12 +42,6 @@ using namespace GameLogic;
//return Physics::ICustomBody::SubscriptMessage_none;
}
void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss)
{
//use kinetic energyloss of the collision in order too determin how much damage to take
//use as part of the damage algorithm
player.DamageLife(20);
}
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
{