Add "final" to all classes from which we dont need to inherit.
parent
4dae42a3ef
commit
1fa718f491
2
Bonus.h
2
Bonus.h
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@ -8,7 +8,7 @@
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#include "engine/World.h"
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#include "engine/World.h"
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#include "Player.h"
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#include "Player.h"
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class Bonus : public RigidBody {
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class Bonus final : public RigidBody {
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protected:
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protected:
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std::string _name;
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std::string _name;
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public:
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public:
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2
Client.h
2
Client.h
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@ -8,7 +8,7 @@
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#include "engine/network/ClientUDP.h"
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#include "engine/network/ClientUDP.h"
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#include "Player.h"
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#include "Player.h"
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class Client : public ClientUDP {
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class Client final : public ClientUDP {
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private:
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private:
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std::map<sf::Uint16, std::shared_ptr<Player>> _players{};
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std::map<sf::Uint16, std::shared_ptr<Player>> _players{};
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std::shared_ptr<Player> _player;
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std::shared_ptr<Player> _player;
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2
Player.h
2
Player.h
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@ -16,7 +16,7 @@
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#include "weapon/Gold_Ak47.h"
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#include "weapon/Gold_Ak47.h"
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#include "weapon/Rifle.h"
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#include "weapon/Rifle.h"
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class Player : public RigidBody{
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class Player final : public RigidBody{
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private:
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private:
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double _healthMax = 100;
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double _healthMax = 100;
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double _health = _healthMax;
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double _health = _healthMax;
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@ -9,7 +9,7 @@
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#include "engine/Keyboard.h"
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#include "engine/Keyboard.h"
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#include "engine/Mouse.h"
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#include "engine/Mouse.h"
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class PlayerController {
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class PlayerController final {
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private:
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private:
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std::shared_ptr<Player> _player;
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std::shared_ptr<Player> _player;
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std::shared_ptr<Keyboard> _keyboard;
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std::shared_ptr<Keyboard> _keyboard;
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2
Server.h
2
Server.h
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@ -15,7 +15,7 @@ struct BonusInfo {
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bool onTheMap = false;
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bool onTheMap = false;
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};
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};
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class Server : public ServerUDP {
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class Server final : public ServerUDP {
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private:
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private:
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std::map<sf::Uint16, std::shared_ptr<Player>> _players{};
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std::map<sf::Uint16, std::shared_ptr<Player>> _players{};
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std::map<std::string, BonusInfo> _bonuses{};
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std::map<std::string, BonusInfo> _bonuses{};
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@ -15,7 +15,7 @@
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#include "Server.h"
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#include "Server.h"
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class Shooter : public Engine {
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class Shooter final : public Engine {
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private:
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private:
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std::shared_ptr<Player> player;
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std::shared_ptr<Player> player;
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std::shared_ptr<PlayerController> playerController;
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std::shared_ptr<PlayerController> playerController;
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@ -10,7 +10,7 @@
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#include "Plane.h"
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#include "Plane.h"
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#include "Mesh.h"
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#include "Mesh.h"
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class Camera : public Object{
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class Camera final : public Object{
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private:
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private:
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Matrix4x4 _S; // screen space matrix
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Matrix4x4 _S; // screen space matrix
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Matrix4x4 _P; // projections matrix
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Matrix4x4 _P; // projections matrix
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@ -7,7 +7,7 @@
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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class Keyboard {
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class Keyboard final {
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private:
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private:
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std::map<sf::Keyboard::Key, double> _tappedKeys;
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std::map<sf::Keyboard::Key, double> _tappedKeys;
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public:
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public:
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@ -9,7 +9,7 @@
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#include "Point4D.h"
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#include "Point4D.h"
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#include "Vec3D.h"
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#include "Vec3D.h"
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class Matrix4x4 {
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class Matrix4x4 final {
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private:
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private:
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std::array<std::array<double, 4>, 4> _arr{};
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std::array<std::array<double, 4>, 4> _arr{};
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@ -9,7 +9,7 @@
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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#include "Vec2D.h"
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#include "Vec2D.h"
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class Mouse {
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class Mouse final {
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private:
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private:
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std::shared_ptr<sf::RenderWindow> _window;
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std::shared_ptr<sf::RenderWindow> _window;
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@ -8,7 +8,7 @@
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#include "Point4D.h"
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#include "Point4D.h"
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#include "Triangle.h"
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#include "Triangle.h"
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class Plane {
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class Plane final {
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private:
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private:
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// You can define plane by defining the points in 3D space
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// You can define plane by defining the points in 3D space
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Triangle _triangle;
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Triangle _triangle;
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@ -8,7 +8,7 @@
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#include <array>
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#include <array>
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#include "Consts.h"
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#include "Consts.h"
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class Point4D {
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class Point4D final {
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private:
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private:
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std::array<double, 4> _arr_point{};
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std::array<double, 4> _arr_point{};
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@ -13,7 +13,7 @@
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#include "utils/Time.h"
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#include "utils/Time.h"
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#include "Mouse.h"
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#include "Mouse.h"
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class Screen {
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class Screen final {
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private:
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private:
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int _w = 1920;
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int _w = 1920;
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int _h = 1080;
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int _h = 1080;
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@ -10,12 +10,11 @@
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#include "Matrix4x4.h"
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#include "Matrix4x4.h"
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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class Triangle {
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class Triangle final {
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private:
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private:
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sf::Color _color;
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sf::Color _color;
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std::vector<Point4D> _points;
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std::vector<Point4D> _points;
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public:
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public:
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Triangle ();
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Triangle ();
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Triangle (const Triangle& triangle);
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Triangle (const Triangle& triangle);
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Triangle (const Point4D& p1, const Point4D& p2, const Point4D& p3, sf::Color color = {0, 0, 0});
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Triangle (const Point4D& p1, const Point4D& p2, const Point4D& p3, sf::Color color = {0, 0, 0});
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@ -9,14 +9,14 @@
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#include <array>
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#include <array>
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#include "Point4D.h"
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#include "Point4D.h"
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class Vec2D {
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class Vec2D final {
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private:
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private:
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std::array<double, 2> _arr_point{};
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std::array<double, 2> _arr_point{};
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public:
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public:
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Vec2D () = default;
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Vec2D () = default;
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Vec2D (const Vec2D& vec);
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Vec2D (const Vec2D& vec);
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Vec2D (const Point4D& point4D);
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explicit Vec2D (const Point4D& point4D);
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explicit Vec2D (double x, double y = 0.0);
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explicit Vec2D (double x, double y = 0.0);
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Vec2D& operator=(const Vec2D&) = delete;
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Vec2D& operator=(const Vec2D&) = delete;
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@ -8,7 +8,7 @@
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#include <array>
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#include <array>
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#include "Point4D.h"
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#include "Point4D.h"
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class Vec3D {
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class Vec3D final {
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private:
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private:
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std::array<double, 3> _arr_point{};
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std::array<double, 3> _arr_point{};
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@ -9,7 +9,7 @@
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#include "Camera.h"
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#include "Camera.h"
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#include "physics/RigidBody.h"
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#include "physics/RigidBody.h"
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class World {
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class World final {
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private:
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private:
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std::map<std::string, std::shared_ptr<RigidBody>> _objects;
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std::map<std::string, std::shared_ptr<RigidBody>> _objects;
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public:
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public:
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#include "Animation.h"
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#include "Animation.h"
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#include "../Mesh.h"
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#include "../Mesh.h"
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class AColor : public Animation {
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class AColor final : public Animation {
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private:
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private:
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std::shared_ptr<Mesh> _mesh;
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std::shared_ptr<Mesh> _mesh;
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#ifndef ENGINE_AFUNCTION_H
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#ifndef ENGINE_AFUNCTION_H
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#define ENGINE_AFUNCTION_H
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#define ENGINE_AFUNCTION_H
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class AFunction : public Animation {
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class AFunction final : public Animation {
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private:
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private:
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int _calls = 0;
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int _calls = 0;
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int _allCalls = 1;
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int _allCalls = 1;
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#include "Animation.h"
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#include "Animation.h"
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#include "../Object.h"
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#include "../Object.h"
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class ARotate : public Animation {
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class ARotate final : public Animation {
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private:
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private:
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std::shared_ptr<Object> _object;
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std::shared_ptr<Object> _object;
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#include "Animation.h"
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#include "Animation.h"
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#include "Mesh.h"
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#include "Mesh.h"
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class AScale : public Animation {
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class AScale final : public Animation {
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private:
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private:
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std::shared_ptr<Mesh> _mesh;
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std::shared_ptr<Mesh> _mesh;
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#include "Animation.h"
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#include "Animation.h"
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#include "../Object.h"
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#include "../Object.h"
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class ATranslate : public Animation {
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class ATranslate final : public Animation {
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private:
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private:
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std::shared_ptr<Object> _object;
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std::shared_ptr<Object> _object;
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#include "Animation.h"
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#include "Animation.h"
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#include "../Object.h"
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#include "../Object.h"
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class ATranslateToPoint : public Animation {
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class ATranslateToPoint final : public Animation {
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private:
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private:
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std::shared_ptr<Object> _object;
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std::shared_ptr<Object> _object;
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#include "Animation.h"
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#include "Animation.h"
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class AWait : public Animation {
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class AWait final : public Animation {
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public:
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public:
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explicit AWait(double duration = 1) {
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explicit AWait(double duration = 1) {
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_duration = duration;
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_duration = duration;
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int ty;
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int ty;
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};
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};
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class Button {
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class Button final {
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private:
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private:
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int _x{};
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int _x{};
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int _y{};
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int _y{};
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#include "../Screen.h"
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#include "../Screen.h"
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#include "../Mouse.h"
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#include "../Mouse.h"
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class Window {
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class Window final {
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private:
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private:
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std::string _name;
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std::string _name;
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std::string _backTexture;
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std::string _backTexture;
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#include <SFML/Network.hpp>
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#include <SFML/Network.hpp>
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class ReliableMsg
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class ReliableMsg final
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{
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{
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private:
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private:
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sf::Packet packet;
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sf::Packet packet;
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#include <SFML/Network.hpp>
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#include <SFML/Network.hpp>
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class UDPConnection
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class UDPConnection final {
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{
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private:
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private:
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sf::Uint16 _id;
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sf::Uint16 _id;
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sf::IpAddress _ip;
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sf::IpAddress _ip;
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#include "UDPConnection.h"
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#include "UDPConnection.h"
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#include "MsgType.h"
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#include "MsgType.h"
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class UDPSocket
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class UDPSocket final {
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{
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private:
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private:
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sf::UdpSocket _socket;
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sf::UdpSocket _socket;
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sf::Uint16 _nextRelyMsgId;
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sf::Uint16 _nextRelyMsgId;
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Tetrahedron
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Tetrahedron
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};
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};
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struct Simplex {
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struct Simplex final {
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private:
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private:
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std::deque<Vec3D> _points{};
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std::deque<Vec3D> _points{};
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#include "RigidBody.h"
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#include "RigidBody.h"
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class Solver {
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class Solver final {
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public:
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public:
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static void solveCollision(std::shared_ptr<RigidBody> obj1, std::shared_ptr<RigidBody> obj2, const CollisionPoint& collision);
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static void solveCollision(std::shared_ptr<RigidBody> obj1, std::shared_ptr<RigidBody> obj2, const CollisionPoint& collision);
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};
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};
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#include "Weapon.h"
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#include "Weapon.h"
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class Ak47 : public Weapon {
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class Ak47 final : public Weapon {
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public:
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public:
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explicit Ak47(int ammo = 100, const std::string& weaponName = "ak47");
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explicit Ak47(int ammo = 100, const std::string& weaponName = "ak47");
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};
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};
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#include "Weapon.h"
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#include "Weapon.h"
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class Gold_Ak47 : public Weapon {
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class Gold_Ak47 final : public Weapon {
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public:
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public:
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explicit Gold_Ak47(int ammo = 200, const std::string& weaponName = "gold_ak47") : Weapon(weaponName, "obj/ak47.obj", "obj/gold_ak47_mat.txt", Vec3D{3, 3, 3}, Vec3D{-0.8, 1.3, 0.3}, Vec3D{0, Consts::PI, 0}) {
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explicit Gold_Ak47(int ammo = 200, const std::string& weaponName = "gold_ak47") : Weapon(weaponName, "obj/ak47.obj", "obj/gold_ak47_mat.txt", Vec3D{3, 3, 3}, Vec3D{-0.8, 1.3, 0.3}, Vec3D{0, Consts::PI, 0}) {
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fireSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/weapons/ak47.ogg"));
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fireSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/weapons/ak47.ogg"));
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#include "Weapon.h"
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#include "Weapon.h"
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class Gun : public Weapon {
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class Gun final : public Weapon {
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public:
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public:
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explicit Gun(int ammo = 30, const std::string& weaponName = "gun");
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explicit Gun(int ammo = 30, const std::string& weaponName = "gun");
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};
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};
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#include "Weapon.h"
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#include "Weapon.h"
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class Rifle : public Weapon {
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class Rifle final : public Weapon {
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public:
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public:
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explicit Rifle(int ammo = 5, const std::string& weaponName = "rifle");
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explicit Rifle(int ammo = 5, const std::string& weaponName = "rifle");
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};
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};
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#include "Weapon.h"
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#include "Weapon.h"
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class Shotgun : public Weapon {
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class Shotgun final : public Weapon {
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public:
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public:
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explicit Shotgun(int ammo = 15, const std::string& weaponName = "shotgun");
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explicit Shotgun(int ammo = 15, const std::string& weaponName = "shotgun");
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std::map<std::string, double> processFire(std::function<std::pair<Vec3D, std::string>(const Vec3D&, const Vec3D&)> rayCastFunction, const Vec3D& position, const Vec3D& direction) override;
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std::map<std::string, double> processFire(std::function<std::pair<Vec3D, std::string>(const Vec3D&, const Vec3D&)> rayCastFunction, const Vec3D& position, const Vec3D& direction) override;
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Reference in New Issue