gamelogic update and added some level design elements
teammanager, team,
This commit is contained in:
parent
77bc6050fc
commit
8173f3818d
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@ -9,7 +9,7 @@
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#include "NetworkClient.h"
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#include "L_inputClass.h"
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#include "vld.h"
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//#include "vld.h"
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namespace DanBias
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{
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@ -18,9 +18,24 @@ namespace GameLogic
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void UseAttatchment(const WEAPON_FIRE &fireInput);
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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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/********************************************************
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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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/********************************************************
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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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private:
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struct PrivateData;
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PrivateData *myData;
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@ -26,6 +26,10 @@ AttatchmentSocket::AttatchmentSocket(void)
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AttatchmentSocket::~AttatchmentSocket(void)
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{
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if (myData->attatchment)
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{
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delete myData->attatchment;
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}
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}
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IAttatchment* AttatchmentSocket::GetAttatchment()
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@ -180,6 +180,8 @@
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<ClInclude Include="Object.h" />
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<ClInclude Include="Player.h" />
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<ClInclude Include="StaticObject.h" />
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<ClInclude Include="Team.h" />
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<ClInclude Include="TeamManager.h" />
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<ClInclude Include="Weapon.h" />
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</ItemGroup>
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<ItemGroup>
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@ -193,6 +195,8 @@
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<ClCompile Include="Object.cpp" />
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<ClCompile Include="Player.cpp" />
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<ClCompile Include="StaticObject.cpp" />
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<ClCompile Include="Team.cpp" />
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<ClCompile Include="TeamManager.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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@ -3,6 +3,8 @@
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#include "DynamicObject.h"
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#include "GameMode.h"
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#include "Player.h"
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#include "PhysicsAPI.h"
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#include "TeamManager.h"
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using namespace GameLogic;
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@ -16,8 +18,7 @@ struct Level::PrivateData
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{
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}
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Player *players;
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int nrOfPlayers;
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TeamManager *teamManager;
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StaticObject** staticObjects;
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int nrOfStaticObjects;
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@ -27,6 +28,8 @@ struct Level::PrivateData
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GameMode* gameMode;
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Oyster::Physics::ICustomBody *rigidBodyLevel;
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}myData;
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Level::Level(void)
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@ -45,4 +48,19 @@ void Level::InitiateLevel(std::string levelPath)
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}
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void Level::AddPlayerToTeam(Player *player, int teamID)
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{
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myData->teamManager->AddPlayerToTeam(player,teamID);
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}
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void Level::CreateTeam(int teamSize)
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{
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myData->teamManager->CreateTeam(teamSize);
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}
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void Level::RespawnPlayer(Player *player)
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{
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myData->teamManager->RespawnPlayerRandom(player);
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}
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@ -4,6 +4,7 @@
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#ifndef LEVEL_H
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#define LEVEL_H
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#include <string>
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#include "Player.h"
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namespace GameLogic
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{
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@ -15,8 +16,34 @@ namespace GameLogic
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Level(void);
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~Level(void);
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/********************************************************
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* Initiates a level for players to play on
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* @param levelPath: Path to a file that contains all information on the level
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********************************************************/
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void InitiateLevel(std::string levelPath);
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/********************************************************
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* Creates a team in the level
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* @param teamSize: The size of the team you want to create
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********************************************************/
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void CreateTeam(int teamSize);
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/********************************************************
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* Adds a player to a team
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* @param player: The player you want to add to the team
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* @param teamID: ArrayPos of the team you want to add the player to
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********************************************************/
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void AddPlayerToTeam(Player *player, int teamID);
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/********************************************************
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* Respawns a player on a random teammate
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* @param player: The player you want to respawn
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********************************************************/
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void RespawnPlayer(Player *player);
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private:
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private:
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struct PrivateData;
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PrivateData *myData;
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@ -13,6 +13,7 @@ struct Player::PrivateData
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weapon = new Weapon();
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life = 100;
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teamID = -1;
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playerState = PLAYER_STATE_IDLE;
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lookDir = Oyster::Math::Float3(1,0,0);
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@ -27,6 +28,7 @@ struct Player::PrivateData
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}
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int life;
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int teamID;
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Weapon *weapon;
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PLAYER_STATE playerState;
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Oyster::Math::Float3 lookDir;
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@ -44,20 +46,7 @@ Player::~Player(void)
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delete myData;
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}
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/********************************************************
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* Updates the player(is this function needed?)
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********************************************************/
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void Player::Update()
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{
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}
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/********************************************************
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* Moves the player based on client input
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* Uses the physics to move the player by adding a force in the chosen direction
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* Uses the Jump() function if the player is to jump, this is becuase jumping requires additional logic compared to normal movement
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********************************************************/
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void Player::Move(const PLAYER_MOVEMENT &movement)
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{
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Oyster::Math::Float3 currentVelocity = rigidBody->GetRigidLinearVelocity();
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@ -83,18 +72,20 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
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break;
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}
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}
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/********************************************************
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* Uses the players weapon based on user input
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********************************************************/
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void Player::UseWeapon(const WEAPON_FIRE &fireInput)
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{
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myData->weapon->Use(fireInput);
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}
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/********************************************************
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* Jumps if the player is currently not in a state of jumping
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* Applies a force upwards(current upwards)
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********************************************************/
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void Player::Respawn(Oyster::Math::Float3 spawnPoint)
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{
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API::Instance().SetCenter(rigidBody,spawnPoint);
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myData->life = 100;
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myData->playerState = PLAYER_STATE_IDLE;
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myData->lookDir = Oyster::Math::Float3(1,0,0);
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}
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void Player::Jump()
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{
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API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-Oyster::Math::Float3(0,1,0) * 100);
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return myData->lookDir;
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}
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/********************************************************
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* Respawns the player on a new chosen position
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* This resets a set of variables such as life, ammo etcetc
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********************************************************/
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void Player::Respawn()
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int Player::GetTeamID()
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{
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return myData->teamID;
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}
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void Player::DamageLife(int damage)
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{
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myData->life -= damage;
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@ -16,23 +16,39 @@ namespace GameLogic
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public:
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Player(void);
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~Player(void);
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void Update();
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/********************************************************
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* Moves the player based on input
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* @param movement: enum value on what kind of action is to be taken
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********************************************************/
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void Move(const PLAYER_MOVEMENT &movement);
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void UseWeapon(const WEAPON_FIRE &fireInput);
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void Jump();
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/********************************************************
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* Uses the weapon based on input
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* @param fireInput: enum value on what kind of action is to be taken
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********************************************************/
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void UseWeapon(const WEAPON_FIRE &fireInput);
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/********************************************************
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* Respawns the player, this resets several stats and settings on the player
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* @param spawnPoint: the coordinate in the world where the player is to spawn
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********************************************************/
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void Respawn(Oyster::Math::Float3 spawnPoint);
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bool IsWalking();
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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 GetLookDir();
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void Respawn();
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int GetTeamID();
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void DamageLife(int damage);
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private:
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void Jump();
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private:
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struct PrivateData;
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PrivateData *myData;
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@ -0,0 +1,59 @@
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#include "Team.h"
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#include "Player.h"
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using namespace GameLogic;
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struct Team::PrivateData
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{
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PrivateData()
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{
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players = 0;
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nrOfPlayers = 0;
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teamSize = 0;
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}
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~PrivateData()
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{
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}
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Player **players;
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int nrOfPlayers;
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int teamSize;
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}myData;
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Team::Team(void)
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{
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myData = new PrivateData();
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}
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Team::Team(int teamSize)
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{
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myData = new PrivateData();
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myData->teamSize = teamSize;
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}
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Team::~Team(void)
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{
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delete myData;
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}
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Player* Team::GetPlayer(int playerID)
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{
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return myData->players[playerID];
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}
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bool Team::AddPlayer(Player *player)
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{
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if (myData->nrOfPlayers >= myData->teamSize)
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{
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return false;
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}
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else
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{
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myData->players[myData->nrOfPlayers] = player;
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myData->nrOfPlayers++;
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}
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}
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//////////////////////////////////////////////////
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//Created by Erik of the GameLogic team
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//////////////////////////////////////////////////
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#ifndef TEAM_H
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#define TEAM_H
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namespace GameLogic
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{
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class Team
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{
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public:
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Team(void);
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Team(int teamSize);
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~Team(void);
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/********************************************************
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* Gets a player in the team
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* @param playerID: Arrayposition of the player you want to get
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********************************************************/
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Player* GetPlayer(int playerID);
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/********************************************************
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* Adds a player to the team
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* @param player: Player that are to be added
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********************************************************/
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bool AddPlayer(Player *player);
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private:
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struct PrivateData;
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PrivateData *myData;
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};
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}
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#endif
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#include "TeamManager.h"
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#include "Team.h"
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using namespace GameLogic;
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struct TeamManager::PrivateData
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{
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PrivateData()
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{
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teams = 0;
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nrOfTeams = 0;
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}
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~PrivateData()
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{
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}
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Team **teams;
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int nrOfTeams;
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int maxNrOfTeams;
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}myData;
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TeamManager::TeamManager(void)
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{
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myData = new PrivateData();
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myData->maxNrOfTeams = 10;
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myData->teams = new Team*[myData->maxNrOfTeams];
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}
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TeamManager::TeamManager(int maxNrOfTeams)
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{
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myData = new PrivateData();
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myData->maxNrOfTeams = maxNrOfTeams;
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myData->teams = new Team*[myData->maxNrOfTeams];
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for (int i = 0; i < myData->maxNrOfTeams; i++)
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{
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myData->teams[i] = 0;
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}
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}
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TeamManager::~TeamManager(void)
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{
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delete myData;
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}
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void TeamManager::RespawnPlayerRandom(Player *player)
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{
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int teamID = player->GetTeamID();
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Player *respawnOnThis = myData->teams[teamID]->GetPlayer(0);
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player->Respawn(respawnOnThis->GetPos());
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}
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void TeamManager::CreateTeam(int teamSize)
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{
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if (myData->nrOfTeams < myData->maxNrOfTeams)
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{
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myData->teams[myData->nrOfTeams] = new Team(teamSize);
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myData->nrOfTeams++;
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}
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}
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void TeamManager::RemoveTeam(int teamID)
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{
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}
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bool TeamManager::AddPlayerToTeam(Player *player,int teamID)
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{
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if (IsValidTeam(teamID))
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{
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return myData->teams[teamID]->AddPlayer(player);
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}
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return false;
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}
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bool TeamManager::AddPlayerToTeam(Player *player)
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{
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}
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bool TeamManager::IsValidTeam(int teamID)
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{
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if (teamID < myData->nrOfTeams && teamID > 0 && myData->teams[teamID] != NULL)
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{
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return true;
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}
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return false;
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}
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@ -0,0 +1,63 @@
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//////////////////////////////////////////////////
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//Created by Erik of the GameLogic team
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//////////////////////////////////////////////////
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#ifndef TEAMMANAGER_H
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#define TEAMMANAGER_H
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#include "Player.h"
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namespace GameLogic
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{
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class TeamManager
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{
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public:
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TeamManager(void);
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TeamManager(int maxNrOfTeams);
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~TeamManager(void);
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/********************************************************
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* Respawns the chosen player on a random teammember
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* @param player: Pointer to the player you want to respawn
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********************************************************/
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void RespawnPlayerRandom(Player *player);
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/********************************************************
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* Creates a team that can hold players
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* @param teamSize: The number of players that can fit in this team
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********************************************************/
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void CreateTeam(int teamSize);
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/********************************************************
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* Removes the chosen team
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* @param teamID: This is the array ID of the team you want to remove
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********************************************************/
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void RemoveTeam(int teamID);
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/********************************************************
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* Adds a player to the teamID given
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* @param player: Player that you want to add to a team
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* @param teamID: The team you want to place the player in
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********************************************************/
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bool AddPlayerToTeam(Player *player ,int teamID);
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/********************************************************
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* Adds a player to the team with the least amount players
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* @param player: Player that you want to add to a team
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********************************************************/
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bool AddPlayerToTeam(Player *player);
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/********************************************************
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* Checks if the team exists or not, returns true if yes
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* @param teamID: ID of the team that are to exist or not
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********************************************************/
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bool IsValidTeam(int teamID);
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private:
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struct PrivateData;
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PrivateData *myData;
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};
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}
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#endif
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@ -49,6 +49,12 @@ Weapon::Weapon(int MaxNrOfSockets)
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Weapon::~Weapon(void)
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{
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for (int i = 0; i < myData->currentNrOfAttatchments; i++)
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{
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delete myData->attatchmentSockets[i];
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}
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delete[] myData->attatchmentSockets;
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delete myData;
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}
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|
@ -57,7 +63,11 @@ Weapon::~Weapon(void)
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********************************************************/
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void Weapon::Use(const WEAPON_FIRE &fireInput)
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{
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myData->selectedAttatchment->UseAttatchment(fireInput);
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||||
if (myData->selectedAttatchment)
|
||||
{
|
||||
myData->selectedAttatchment->UseAttatchment(fireInput);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
#define NETWORK_CUSTOM_NETWORK_PROTOCOL_H
|
||||
|
||||
#include <string>
|
||||
#include <vld.h>
|
||||
//#include <vld.h>
|
||||
|
||||
#ifdef CUSTOM_NET_PROTOCOL_EXPORT
|
||||
#define NET_PROTOCOL_EXPORT __declspec(dllexport)
|
||||
|
|
|
@ -12,7 +12,7 @@
|
|||
#endif
|
||||
|
||||
#include "NetworkCallbackHelper.h"
|
||||
#include <vld.h>
|
||||
//#include <vld.h>
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue