Some comments on the massdriver and player
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@ -55,14 +55,16 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &fireInp
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}
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/********************************************************
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/********************************************************
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* This is a specific functionallity of the weapon
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* Pushes objects in a cone in front of the weapon when fired
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********************************************************/
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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 &fireInput)
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{
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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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//create coneRigidBody that will then collide with object and push them in the aimed direction
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}
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}
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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 &fireInput)
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{
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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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Oyster::Physics::API::Instance().ApplyForceAt(owner->GetRigidBody(), owner->GetRigidBody()->GetCenter(), owner->GetLookDir() * 100);
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@ -15,6 +15,7 @@ struct Player::PrivateData
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life = 100;
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life = 100;
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playerState = PLAYER_STATE_IDLE;
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playerState = PLAYER_STATE_IDLE;
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lookDir = Oyster::Math::Float3(1,0,0);
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}
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}
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~PrivateData()
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~PrivateData()
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