74 lines
1.8 KiB
C++
74 lines
1.8 KiB
C++
#include "AttatchmentMassDriver.h"
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#include "PhysicsAPI.h"
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using namespace GameLogic;
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struct AttatchmentMassDriver::PrivateData
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{
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PrivateData()
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{
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}
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~PrivateData()
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{
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}
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}myData;
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AttatchmentMassDriver::AttatchmentMassDriver(void)
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{
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myData = new PrivateData();
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this->owner = 0;
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}
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AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
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{
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myData = new PrivateData();
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this->owner = &owner;
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}
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AttatchmentMassDriver::~AttatchmentMassDriver(void)
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{
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delete myData;
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}
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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 &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 (usage)
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{
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case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
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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(usage);
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break;
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}
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}
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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 &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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/********************************************************
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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 &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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