small name changes
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@ -39,16 +39,16 @@ AttatchmentMassDriver::~AttatchmentMassDriver(void)
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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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void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage)
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{
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//switch case to determin what functionallity to use in the attatchment
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switch (fireInput)
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switch (usage)
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{
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case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
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ForcePush(fireInput);
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ForcePush(usage);
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break;
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case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
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ForcePull(fireInput);
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ForcePull(usage);
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break;
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}
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@ -57,7 +57,7 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &fireInp
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/********************************************************
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* Pushes objects in a cone in front of the weapon when fired
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********************************************************/
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput)
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage)
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{
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//create coneRigidBody that will then collide with object and push them in the aimed direction
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}
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@ -65,7 +65,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput)
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/********************************************************
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* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
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********************************************************/
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void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &fireInput)
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void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage)
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{
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//Oyster::Physics::API::Instance().ApplyForceAt(owner->GetRigidBody(), owner->GetRigidBody()->GetCenter(), owner->GetLookDir() * 100);
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}
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@ -15,26 +15,26 @@ namespace GameLogic
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~AttatchmentMassDriver(void);
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void UseAttatchment(const WEAPON_FIRE &fireInput);
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void UseAttatchment(const WEAPON_FIRE &usage);
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private:
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/********************************************************
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* Pushes objects and players in a cone in front of the player
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* @param fireInput: allows switching on different functionality in this specific function
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********************************************************/
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void ForcePush(const WEAPON_FIRE &fireInput);
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void ForcePush(const WEAPON_FIRE &usage);
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/********************************************************
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* Pulls the player forward, this is a movement tool
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* @param fireInput: allows switching on different functionality in this specific function
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********************************************************/
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void ForcePull(const WEAPON_FIRE &fireInput);
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void ForcePull(const WEAPON_FIRE &usage);
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/********************************************************
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* Sucks objects towards the player, the player can then pick up an object and throw it as a projectile
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* @param fireInput: allows switching on different functionality in this specific function
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********************************************************/
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void ForceSuck(const WEAPON_FIRE &fireInput);
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void ForceSuck(const WEAPON_FIRE &usage);
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private:
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struct PrivateData;
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@ -22,7 +22,7 @@ int InsertObject(DynamicArray<T*>& list, T* obj)
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list[i] = obj;
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return i;
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}
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}
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}
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list.Push(obj);
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return list.Size() - 1;
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}
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@ -38,7 +38,7 @@ namespace GameLogic
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* @param playerID: ID of the player you want to recieve the message
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* @param Usage: enum value on what kind of action is to be taken
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********************************************************/
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void UseWeapon(int playerID, const WEAPON_FIRE &Usage);
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void UseWeapon(const WEAPON_FIRE &Usage);
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/********************************************************
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* Gets players position
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@ -20,9 +20,9 @@ void Game::PlayerData::Move(const PLAYER_MOVEMENT &movement)
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{
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this->player->Move(movement);
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}
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void Game::PlayerData::UseWeapon(int playerID, const WEAPON_FIRE &Usage)
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void Game::PlayerData::UseWeapon(const WEAPON_FIRE &usage)
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{
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this->player->UseWeapon(usage);
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}
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Oyster::Math::Float3 Game::PlayerData::GetPosition()
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{
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@ -71,9 +71,9 @@ void Player::MoveLeft()
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setState.ApplyLinearImpulse(-r * 100);
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}
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void Player::UseWeapon(const WEAPON_FIRE &Usage)
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void Player::UseWeapon(const WEAPON_FIRE &usage)
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{
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this->weapon->Use(Usage);
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this->weapon->Use(usage);
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}
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void Player::Respawn(Oyster::Math::Float3 spawnPoint)
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@ -50,11 +50,11 @@ Weapon::~Weapon(void)
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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::Use(const WEAPON_FIRE &fireInput)
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void Weapon::Use(const WEAPON_FIRE &usage)
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{
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if (myData->selectedAttatchment)
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{
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myData->selectedAttatchment->UseAttatchment(fireInput);
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myData->selectedAttatchment->UseAttatchment(usage);
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}
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}
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