updated weapon

This commit is contained in:
Erik Persson 2013-12-10 11:17:25 +01:00
parent 58c3371edd
commit 4b9f2671bf
8 changed files with 30 additions and 29 deletions

View File

@ -71,7 +71,7 @@
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<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>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -106,12 +106,12 @@
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>OysterGraphics_$(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>
</Link>
</ItemDefinitionGroup>
@ -181,9 +181,6 @@
<ProjectReference Include="..\..\OysterGraphics\OysterGraphics.vcxproj">
<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
</ProjectReference>
<ProjectReference Include="..\GameLogic\GameLogic.vcxproj">
<Project>{b1195bb9-b3a5-47f0-906c-8dea384d1520}</Project>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<ClCompile Include="DanBiasGame_Impl.cpp" />

View File

@ -110,8 +110,8 @@
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<DelayLoadDLLs>GameLogic_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;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>
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>Input_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -195,9 +195,6 @@
<ProjectReference Include="..\DanBiasServer\DanBiasServer.vcxproj">
<Project>{52380daa-0f4a-4d97-8e57-98df39319caf}</Project>
</ProjectReference>
<ProjectReference Include="..\GameLogic\GameLogic.vcxproj">
<Project>{b1195bb9-b3a5-47f0-906c-8dea384d1520}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -4,8 +4,8 @@
#define NOMINMAX
#include <Windows.h>
#define DANBIAS_SERVER
//#define DANBIAS_CLIENT
//#define DANBIAS_SERVER
#define DANBIAS_CLIENT
#if defined(DANBIAS_SERVER)

View File

@ -26,13 +26,20 @@ AttatchmentMassDriver::~AttatchmentMassDriver(void)
{
}
/********************************************************
* 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)
{
ForcePush(fireInput);
}
/********************************************************
* This is a specific functionallity of the weapon
********************************************************/
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput)
{
}
void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &fireInput)
{
}

View File

@ -194,7 +194,6 @@
<ClCompile Include="Player.cpp" />
<ClCompile Include="RefManager.cpp" />
<ClCompile Include="StaticObject.cpp" />
<ClCompile Include="TestGLMain.cpp" />
<ClCompile Include="Weapon.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@ -110,10 +110,10 @@ bool Player::IsIdle()
return (myData->playerState == PLAYER_STATE_IDLE);
}
//Oyster::Math::Float3 Player::GetPos()
//{
// return myData->rigidBody->GetCenter();
//}
Oyster::Math::Float3 Player::GetPos()
{
return myData->rigidBody->GetCenter();
}
/********************************************************
* Respawns the player on a new chosen position

View File

@ -4,6 +4,7 @@
#ifndef PLAYER_H
#define PLAYER_H
#include "GameLogicStates.h"
#include "OysterMath.h"
namespace GameLogic
{
@ -23,7 +24,7 @@ namespace GameLogic
bool IsJumping();
bool IsIdle();
//Oyster::Math::Float3 GetPos();
Oyster::Math::Float3 GetPos();
void Respawn();
private:

View File

@ -14,7 +14,7 @@ struct Weapon::PrivateData
~PrivateData()
{
delete SelectedAttatchment;
}
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)
{