47 lines
1.6 KiB
C++
47 lines
1.6 KiB
C++
//////////////////////////////////////////////////
|
|
//Created by Erik of the GameLogic team
|
|
//////////////////////////////////////////////////
|
|
#ifndef ATTATCHMENTMASSDRIVER_H
|
|
#define ATTATCHMENTMASSDRIVER_H
|
|
#include "IAttatchment.h"
|
|
namespace GameLogic
|
|
{
|
|
|
|
class AttatchmentMassDriver : public IAttatchment
|
|
{
|
|
public:
|
|
AttatchmentMassDriver(void);
|
|
AttatchmentMassDriver(Player &owner);
|
|
~AttatchmentMassDriver(void);
|
|
|
|
|
|
void UseAttatchment(const WEAPON_FIRE &usage, float dt);
|
|
|
|
private:
|
|
/********************************************************
|
|
* Pushes objects and players in a cone in front of the player
|
|
* @param fireInput: allows switching on different functionality in this specific function
|
|
********************************************************/
|
|
void ForcePush(const WEAPON_FIRE &usage, float dt);
|
|
|
|
/********************************************************
|
|
* Pulls the player forward, this is a movement tool
|
|
* @param fireInput: allows switching on different functionality in this specific function
|
|
********************************************************/
|
|
void ForcePull(const WEAPON_FIRE &usage, float dt);
|
|
|
|
/********************************************************
|
|
* Sucks objects towards the player, the player can then pick up an object and throw it as a projectile
|
|
* @param fireInput: allows switching on different functionality in this specific function
|
|
********************************************************/
|
|
void ForceSuck(const WEAPON_FIRE &usage, float dt);
|
|
|
|
void ForcePushAction(Oyster::Physics::ICustomBody *obj);
|
|
|
|
private:
|
|
|
|
};
|
|
}
|
|
#endif
|
|
|