updated weapon
This commit is contained in:
parent
58c3371edd
commit
4b9f2671bf
|
@ -71,7 +71,7 @@
|
||||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
|
<LibraryPath>$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
|
||||||
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
|
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
|
@ -106,12 +106,12 @@
|
||||||
<Optimization>Disabled</Optimization>
|
<Optimization>Disabled</Optimization>
|
||||||
<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
<SDLCheck>true</SDLCheck>
|
<SDLCheck>true</SDLCheck>
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<SubSystem>Windows</SubSystem>
|
<SubSystem>Windows</SubSystem>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
|
@ -181,9 +181,6 @@
|
||||||
<ProjectReference Include="..\..\OysterGraphics\OysterGraphics.vcxproj">
|
<ProjectReference Include="..\..\OysterGraphics\OysterGraphics.vcxproj">
|
||||||
<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
|
<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
<ProjectReference Include="..\GameLogic\GameLogic.vcxproj">
|
|
||||||
<Project>{b1195bb9-b3a5-47f0-906c-8dea384d1520}</Project>
|
|
||||||
</ProjectReference>
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="DanBiasGame_Impl.cpp" />
|
<ClCompile Include="DanBiasGame_Impl.cpp" />
|
||||||
|
|
|
@ -110,8 +110,8 @@
|
||||||
<Link>
|
<Link>
|
||||||
<SubSystem>Windows</SubSystem>
|
<SubSystem>Windows</SubSystem>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<DelayLoadDLLs>GameLogic_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||||
<AdditionalDependencies>Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
<AdditionalDependencies>Input_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
|
@ -195,9 +195,6 @@
|
||||||
<ProjectReference Include="..\DanBiasServer\DanBiasServer.vcxproj">
|
<ProjectReference Include="..\DanBiasServer\DanBiasServer.vcxproj">
|
||||||
<Project>{52380daa-0f4a-4d97-8e57-98df39319caf}</Project>
|
<Project>{52380daa-0f4a-4d97-8e57-98df39319caf}</Project>
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
<ProjectReference Include="..\GameLogic\GameLogic.vcxproj">
|
|
||||||
<Project>{b1195bb9-b3a5-47f0-906c-8dea384d1520}</Project>
|
|
||||||
</ProjectReference>
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
|
|
@ -4,8 +4,8 @@
|
||||||
#define NOMINMAX
|
#define NOMINMAX
|
||||||
#include <Windows.h>
|
#include <Windows.h>
|
||||||
|
|
||||||
#define DANBIAS_SERVER
|
//#define DANBIAS_SERVER
|
||||||
//#define DANBIAS_CLIENT
|
#define DANBIAS_CLIENT
|
||||||
|
|
||||||
|
|
||||||
#if defined(DANBIAS_SERVER)
|
#if defined(DANBIAS_SERVER)
|
||||||
|
|
|
@ -26,13 +26,20 @@ AttatchmentMassDriver::~AttatchmentMassDriver(void)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput)
|
* Uses the attatchment and will from here switch case the different WEAPON_FIRE's that are to be used
|
||||||
{
|
********************************************************/
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &fireInput)
|
void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &fireInput)
|
||||||
{
|
{
|
||||||
|
ForcePush(fireInput);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/********************************************************
|
||||||
|
* This is a specific functionallity of the weapon
|
||||||
|
********************************************************/
|
||||||
|
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -194,7 +194,6 @@
|
||||||
<ClCompile Include="Player.cpp" />
|
<ClCompile Include="Player.cpp" />
|
||||||
<ClCompile Include="RefManager.cpp" />
|
<ClCompile Include="RefManager.cpp" />
|
||||||
<ClCompile Include="StaticObject.cpp" />
|
<ClCompile Include="StaticObject.cpp" />
|
||||||
<ClCompile Include="TestGLMain.cpp" />
|
|
||||||
<ClCompile Include="Weapon.cpp" />
|
<ClCompile Include="Weapon.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
|
|
@ -32,7 +32,7 @@ struct Player::PrivateData
|
||||||
PLAYER_STATE playerState;
|
PLAYER_STATE playerState;
|
||||||
|
|
||||||
ICustomBody *rigidBody;
|
ICustomBody *rigidBody;
|
||||||
|
|
||||||
}myData;
|
}myData;
|
||||||
|
|
||||||
Player::Player()
|
Player::Player()
|
||||||
|
@ -110,10 +110,10 @@ bool Player::IsIdle()
|
||||||
return (myData->playerState == PLAYER_STATE_IDLE);
|
return (myData->playerState == PLAYER_STATE_IDLE);
|
||||||
}
|
}
|
||||||
|
|
||||||
//Oyster::Math::Float3 Player::GetPos()
|
Oyster::Math::Float3 Player::GetPos()
|
||||||
//{
|
{
|
||||||
// return myData->rigidBody->GetCenter();
|
return myData->rigidBody->GetCenter();
|
||||||
//}
|
}
|
||||||
|
|
||||||
/********************************************************
|
/********************************************************
|
||||||
* Respawns the player on a new chosen position
|
* Respawns the player on a new chosen position
|
||||||
|
|
|
@ -4,6 +4,7 @@
|
||||||
#ifndef PLAYER_H
|
#ifndef PLAYER_H
|
||||||
#define PLAYER_H
|
#define PLAYER_H
|
||||||
#include "GameLogicStates.h"
|
#include "GameLogicStates.h"
|
||||||
|
#include "OysterMath.h"
|
||||||
|
|
||||||
namespace GameLogic
|
namespace GameLogic
|
||||||
{
|
{
|
||||||
|
@ -23,7 +24,7 @@ namespace GameLogic
|
||||||
bool IsJumping();
|
bool IsJumping();
|
||||||
bool IsIdle();
|
bool IsIdle();
|
||||||
|
|
||||||
//Oyster::Math::Float3 GetPos();
|
Oyster::Math::Float3 GetPos();
|
||||||
void Respawn();
|
void Respawn();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
|
@ -14,7 +14,7 @@ struct Weapon::PrivateData
|
||||||
|
|
||||||
~PrivateData()
|
~PrivateData()
|
||||||
{
|
{
|
||||||
|
delete SelectedAttatchment;
|
||||||
}
|
}
|
||||||
|
|
||||||
WEAPON_STATE weaponState;
|
WEAPON_STATE weaponState;
|
||||||
|
@ -38,7 +38,7 @@ Weapon::~Weapon(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
/********************************************************
|
/********************************************************
|
||||||
* Uses the weapon based on the input given and the current state of the weapon
|
* Uses the weapon based on the input given and the current chosen attatchment
|
||||||
********************************************************/
|
********************************************************/
|
||||||
void Weapon::UseWeapon(const WEAPON_FIRE &fireInput)
|
void Weapon::UseWeapon(const WEAPON_FIRE &fireInput)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue