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