GL - soleved merge errors in project files
This commit is contained in:
commit
465ea1bd19
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#include "AttatchmentMassDriver.h"
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using namespace GameLogic;
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struct AttatchmentMassDriver::PrivateData
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{
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PrivateData()
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{
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}
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~PrivateData()
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{
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}
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}myData;
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AttatchmentMassDriver::AttatchmentMassDriver(void)
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{
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}
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AttatchmentMassDriver::~AttatchmentMassDriver(void)
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{
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}
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/********************************************************
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* Uses the attatchment and will from here switch case the different WEAPON_FIRE's that are to be used
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********************************************************/
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void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &fireInput)
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{
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ForcePush(fireInput);
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}
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/********************************************************
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* This is a specific functionallity of the weapon
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********************************************************/
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput)
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{
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}
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#ifndef ATTATCHMENTMASSDRIVER_H
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#define ATTATCHMENTMASSDRIVER_H
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#include "IAttatchment.h"
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namespace GameLogic
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{
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class AttatchmentMassDriver : public IAttatchment
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{
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public:
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AttatchmentMassDriver(void);
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~AttatchmentMassDriver(void);
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void UseAttatchment(const WEAPON_FIRE &fireInput);
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private:
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void ForcePush(const WEAPON_FIRE &fireInput);
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private:
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struct PrivateData;
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PrivateData *myData;
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};
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}
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#endif
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#include "AttatchmentSocket.h"
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#include "IAttatchment.h"
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using namespace GameLogic;
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struct AttatchmentSocket::PrivateData
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{
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PrivateData()
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{
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}
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~PrivateData()
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{
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}
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IAttatchment *Attatchment;
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}myData;
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AttatchmentSocket::AttatchmentSocket(void)
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{
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}
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AttatchmentSocket::~AttatchmentSocket(void)
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{
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}
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IAttatchment* AttatchmentSocket::GetAttatchment()
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{
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return myData->Attatchment;
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}
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#ifndef ATTATCHMENTSOCKET_H
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#define ATTATCHMENTSOCKET_H
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#include "IAttatchment.h"
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namespace GameLogic
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{
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class AttatchmentSocket
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{
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public:
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AttatchmentSocket(void);
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~AttatchmentSocket(void);
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IAttatchment* GetAttatchment();
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private:
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struct PrivateData;
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PrivateData *myData;
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};
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}
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#endif
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@ -166,10 +166,13 @@
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="AttatchmentMassDriver.h" />
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<ClInclude Include="AttatchmentSocket.h" />
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<ClInclude Include="Camera.h" />
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<ClInclude Include="CollisionManager.h" />
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<ClInclude Include="DynamicObject.h" />
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<ClInclude Include="GameMode.h" />
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<ClInclude Include="IAttatchment.h" />
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<ClInclude Include="Level.h" />
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<ClInclude Include="Object.h" />
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<ClInclude Include="Player.h" />
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@ -178,10 +181,13 @@
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<ClInclude Include="Weapon.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="AttatchmentMassDriver.cpp" />
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<ClCompile Include="AttatchmentSocket.cpp" />
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<ClCompile Include="Camera.cpp" />
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<ClCompile Include="CollisionManager.cpp" />
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<ClCompile Include="DynamicObject.cpp" />
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<ClCompile Include="GameMode.cpp" />
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<ClCompile Include="IAttatchment.cpp" />
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<ClCompile Include="Level.cpp" />
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<ClCompile Include="Object.cpp" />
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<ClCompile Include="Player.cpp" />
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#ifndef GAMELOGICSTATES_H
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#define GAMELOGICSTATES_H
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namespace GameLogic
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{
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enum PLAYER_STATE
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{
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PLAYER_STATE_JUMPING = 0,
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PLAYER_STATE_WALKING = 1,
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PLAYER_STATE_IDLE = 2,
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};
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enum PLAYER_MOVEMENT
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{
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PLAYER_MOVEMENT_FORWARD = 0,
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PLAYER_MOVEMENT_BACKWARD = 1,
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PLAYER_MOVEMENT_LEFT = 2,
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PLAYER_MOVEMENT_RIGHT = 4,
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PLAYER_MOVEMENT_JUMP = 8,
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};
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enum WEAPON_FIRE
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{
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WEAPON_USE_PRIMARY_PRESS = 0,
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WEAPON_USE_PRIMARY_RELEASE = 1,
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WEAPON_USE_SECONDARY_PRESS = 2,
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WEAPON_USE_SECONDARY_RELEASE = 4,
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WEAPON_USE_UTILLITY_PRESS = 8,
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WEAPON_USE_UTILLITY_RELEASE = 16,
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};
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enum WEAPON_STATE
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{
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WEAPON_STATE_FIREING = 0,
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WEAPON_STATE_IDLE = 1,
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WEAPON_STATE_RELOADING = 2,
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};
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}
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#endif
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#include "IAttatchment.h"
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#include "AttatchmentSocket.h"
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using namespace GameLogic;
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struct IAttatchment::PrivateData
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{
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PrivateData()
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{
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}
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~PrivateData()
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{
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}
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}myData;
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IAttatchment::IAttatchment(void)
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{
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}
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IAttatchment::~IAttatchment(void)
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{
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}
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#ifndef IATTATCHMENT_H
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#define IATTATCHMENT_H
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#include "GameLogicStates.h"
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namespace GameLogic
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{
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class IAttatchment
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{
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public:
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IAttatchment(void);
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~IAttatchment(void);
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virtual void UseAttatchment(const WEAPON_FIRE &fireInput) = 0;
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private:
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struct PrivateData;
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PrivateData *myData;
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};
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}
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#endif
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@ -11,7 +11,14 @@ struct Player::PrivateData
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PrivateData()
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{
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weapon = new Weapon();
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life = 100;
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playerState = PLAYER_STATE_IDLE;
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rigidBody->SetSubscription(CollisionManager::PlayerCollision);
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}
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~PrivateData()
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{
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if (weapon)
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int life;
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Weapon *weapon;
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PLAYER_STATE playerState;
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ICustomBody *rigidBody;
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}myData;
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delete myData;
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}
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/********************************************************
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* Updates the player(is this function needed?)
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********************************************************/
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void Player::Update()
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{
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}
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void Player::Move()
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/********************************************************
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* Moves the player based on client input
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* Uses the physics to move the player by adding a force in the chosen direction
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* Uses the Jump() function if the player is to jump, this is becuase jumping requires additional logic compared to normal movement
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********************************************************/
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void Player::Move(const PLAYER_MOVEMENT &movement)
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{
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switch(movement)
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{
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case PLAYER_MOVEMENT_FORWARD:
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break;
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case PLAYER_MOVEMENT_BACKWARD:
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break;
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case PLAYER_MOVEMENT_LEFT:
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break;
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case PLAYER_MOVEMENT_RIGHT:
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break;
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case PLAYER_MOVEMENT_JUMP:
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Jump();
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break;
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}
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}
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/********************************************************
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* Uses the players weapon based on user input
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********************************************************/
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void Player::Shoot(const WEAPON_FIRE &fireInput)
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{
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myData->weapon->UseWeapon(fireInput);
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}
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/********************************************************
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* Jumps if the player is currently not in a state of jumping
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* Applies a force upwards(current upwards)
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********************************************************/
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void Player::Jump()
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{
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}
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void Player::Shoot()
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bool Player::IsWalking()
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{
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return (myData->playerState == PLAYER_STATE_WALKING);
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}
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bool Player::IsJumping()
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{
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return (myData->playerState == PLAYER_STATE_JUMPING);
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}
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bool Player::IsIdle()
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{
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return (myData->playerState == PLAYER_STATE_IDLE);
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}
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Oyster::Math::Float3 Player::GetPos()
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{
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return myData->rigidBody->GetCenter();
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}
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/********************************************************
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* Respawns the player on a new chosen position
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* This resets a set of variables such as life, ammo etcetc
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********************************************************/
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void Player::Respawn()
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{
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}
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//////////////////////////////////////////////////
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#ifndef PLAYER_H
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#define PLAYER_H
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#include "GameLogicStates.h"
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#include "OysterMath.h"
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namespace GameLogic
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{
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Player(void);
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~Player(void);
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/********************************************************
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* Update the position of the rigid body
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* This will be done with physics later
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********************************************************/
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void Update();
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void Move();
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void Shoot();
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void Move(const PLAYER_MOVEMENT &movement);
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void Shoot(const WEAPON_FIRE &fireInput);
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void Jump();
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bool IsWalking();
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bool IsJumping();
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bool IsIdle();
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Oyster::Math::Float3 GetPos();
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void Respawn();
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private:
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struct PrivateData;
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@ -1,4 +1,6 @@
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#include "Weapon.h"
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#include "AttatchmentSocket.h"
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#include "AttatchmentMassDriver.h"
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using namespace GameLogic;
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{
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PrivateData()
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{
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weaponState = WEAPON_STATE_IDLE;
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SelectedAttatchment = new AttatchmentMassDriver();
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}
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~PrivateData()
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{
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delete SelectedAttatchment;
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}
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WEAPON_STATE weaponState;
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AttatchmentSocket **attatchmentSockets;
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int nrOfAttatchmentSockets;
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IAttatchment *SelectedAttatchment;
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}myData;
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Weapon::Weapon()
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{
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delete myData;
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}
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/********************************************************
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* Uses the weapon based on the input given and the current chosen attatchment
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********************************************************/
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void Weapon::UseWeapon(const WEAPON_FIRE &fireInput)
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{
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myData->SelectedAttatchment->UseAttatchment(fireInput);
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}
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/********************************************************
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* Specific weapon usage implementation
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********************************************************/
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/********************************************************
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* Get functions for states
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********************************************************/
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bool Weapon::IsFireing()
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{
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return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_FIREING);
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}
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bool Weapon::IsIdle()
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{
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return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_IDLE);
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}
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bool Weapon::IsReloading()
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{
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return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_RELOADING);
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}
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@ -3,6 +3,7 @@
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//////////////////////////////////////////////////
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#ifndef WEAPON_H
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#define WEAPON_H
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#include "GameLogicStates.h"
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namespace GameLogic
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{
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@ -11,9 +12,19 @@ namespace GameLogic
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{
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public:
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Weapon(void);
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~Weapon(void);
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void UseWeapon(const WEAPON_FIRE &fireInput);
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bool IsFireing();
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bool IsIdle();
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bool IsReloading();
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private:
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struct PrivateData;
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PrivateData *myData;
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