shooter/weapon/Shotgun.h

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//
// Created by Иван Ильин on 02.06.2021.
//
#ifndef SHOOTER_SHOTGUN_H
#define SHOOTER_SHOTGUN_H
#include "Weapon.h"
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#include "../engine/ResourceManager.h"
#include "../ShooterConsts.h"
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class Shotgun final : public Weapon {
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public:
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explicit Shotgun(): Weapon(15, 1, 1.0, 1.0, 400, 5.0, ShooterConsts::SHOTGUN_FIRE_SOUND,
ShooterConsts::SHOTGUN_RELOAD_SOUND, ObjectNameTag("shotgun"), ShooterConsts::SHOTGUN_OBJ,
Vec3D{3, 3, 3}, Vec3D{-1.95, 0.8, 1.5}, Vec3D{0, Consts::PI, 0}) {}
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std::map<ObjectNameTag, double>
processFire(std::function<IntersectionInformation(const Vec3D &, const Vec3D &)> rayCastFunction,
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const Vec3D &position, const Vec3D &direction) override {
std::map<ObjectNameTag, double> damagedPlayers;
for (int i = 0; i < 15; i++) {
std::map<ObjectNameTag, double> damaged = addTrace(rayCastFunction, position, direction);
for (auto &player : damaged) {
damagedPlayers[player.first] += player.second;
}
}
return damagedPlayers;
}
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};
#endif //SHOOTER_3DZAVR_SHOTGUN_H