Se till så att man inte går över maxenergy
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@ -105,6 +105,7 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
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void AttatchmentMassDriver::Update(float dt)
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void AttatchmentMassDriver::Update(float dt)
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{
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{
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//update position of heldObject if there is an object being held
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//update position of heldObject if there is an object being held
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if(hasObject)
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if(hasObject)
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{
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{
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@ -116,13 +117,27 @@ void AttatchmentMassDriver::Update(float dt)
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heldObject->SetPosition(pos);
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heldObject->SetPosition(pos);
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heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
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heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
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currentEnergy += rechargeRate * 0.5f; //rechargeRate is halfed if you are holding an object
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if(currentEnergy < maxEnergy)
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{
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currentEnergy += rechargeRate * 0.5f; //rechargeRate is halfed if you are holding an object
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}
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}
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}
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else
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else
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{
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{
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currentEnergy += rechargeRate;
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if(currentEnergy < maxEnergy)
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{
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currentEnergy += rechargeRate;
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if(currentEnergy == maxEnergy)
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{
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int trap = 0;
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}
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}
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}
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}
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if(currentEnergy > maxEnergy) currentEnergy = maxEnergy;
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}
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}
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