GL - Player dies and respawns
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1f28c05983
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@ -35,7 +35,7 @@ using namespace GameLogic;
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//return Physics::ICustomBody::SubscriptMessage_none;
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//return Physics::ICustomBody::SubscriptMessage_none;
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break;
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break;
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case OBJECT_TYPE::OBJECT_TYPE_WORLD:
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case OBJECT_TYPE::OBJECT_TYPE_WORLD:
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int test = 5;
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PlayerVObject(*player,*realObj, kineticEnergyLoss);
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break;
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break;
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}
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}
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@ -61,6 +61,7 @@ Player::~Player(void)
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void Player::BeginFrame()
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void Player::BeginFrame()
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{
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{
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weapon->Update(0.002f);
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weapon->Update(0.002f);
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if(playerState == PLAYER_STATE_DEAD) Respawn(Oyster::Math::Float3(0,308,0));
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Object::BeginFrame();
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Object::BeginFrame();
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}
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}
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@ -132,6 +133,7 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
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this->life = 100;
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this->life = 100;
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this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
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this->lookDir = Oyster::Math::Float4(1,0,0);
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this->lookDir = Oyster::Math::Float4(1,0,0);
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this->setState.SetCenterPosition(spawnPoint);
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}
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}
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void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
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void Player::Rotate(const Oyster::Math3D::Float4 lookDir)
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@ -187,5 +189,13 @@ PLAYER_STATE Player::GetState() const
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void Player::DamageLife(int damage)
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void Player::DamageLife(int damage)
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{
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{
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this->life -= damage;
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this->life -= damage;
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this->life = 0;
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if(this->life <= 0)
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{
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this->life = 0;
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playerState = PLAYER_STATE_DEAD;
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//do stuff that makes you dead
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}
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}
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}
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