diff --git a/Code/Game/GameLogic/AttatchmentMassDriver.cpp b/Code/Game/GameLogic/AttatchmentMassDriver.cpp index c6639953..b7687acb 100644 --- a/Code/Game/GameLogic/AttatchmentMassDriver.cpp +++ b/Code/Game/GameLogic/AttatchmentMassDriver.cpp @@ -55,14 +55,16 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &fireInp } /******************************************************** -* This is a specific functionallity of the weapon +* Pushes objects in a cone in front of the weapon when fired ********************************************************/ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput) { //create coneRigidBody that will then collide with object and push them in the aimed direction } - +/******************************************************** +* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack) +********************************************************/ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &fireInput) { Oyster::Physics::API::Instance().ApplyForceAt(owner->GetRigidBody(), owner->GetRigidBody()->GetCenter(), owner->GetLookDir() * 100); diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index 3ebf979f..bae54e9a 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -15,6 +15,7 @@ struct Player::PrivateData life = 100; playerState = PLAYER_STATE_IDLE; + lookDir = Oyster::Math::Float3(1,0,0); } ~PrivateData()