moved ForcePushAction for massdriver to collisionManager
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80204ecbe3
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@ -51,17 +51,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
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Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
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//Oyster::Physics::API::Instance().ApplyEffect(hitFrustum,ForcePushAction);
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//create frustum that will then collide with object and push them in the aimed direction
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//sample with frustum using visitor pattern(needs a function ptr sent with it that idicates what happens when a collision has been made)
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}
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void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj)
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{
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Oyster::Physics::ICustomBody::State state = obj->GetState();
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Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500);
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state.ApplyLinearImpulse(pushForce);
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obj->SetState(state);
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}
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/********************************************************
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@ -3,6 +3,7 @@
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#include "DynamicObject.h"
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#include "Player.h"
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#include "Level.h"
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#include "AttatchmentMassDriver.h"
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using namespace Oyster;
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@ -57,3 +58,9 @@ using namespace GameLogic;
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{
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return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
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}
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void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj)
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{
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Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500);
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((Object*)obj->GetCustomTag())->ApplyLinearImpulse(pushForce);
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}
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@ -49,6 +49,11 @@ Object::Object(void* collisionFunc, OBJECT_TYPE type)
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this->type = type;
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}
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void Object::ApplyLinearImpulse(Oyster::Math::Float4 force)
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{
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setState.ApplyLinearImpulse(force);
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}
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Object::~Object(void)
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{
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@ -23,6 +23,7 @@ namespace GameLogic
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OBJECT_TYPE GetType() const;
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int GetID() const;
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Oyster::Physics::ICustomBody* GetRigidBody();
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void ApplyLinearImpulse(Oyster::Math::Float4 force);
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void BeginFrame();
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void EndFrame();
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