damage from the weapon depends on the place where you will hit the enemy
parent
1a96510801
commit
fd1573a77d
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@ -150,7 +150,8 @@ void ShooterClient::processCustomPacket(sf::Packet &packet) {
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camera->rotateLeft(-camera->angleLeftUpLookAt().x());
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camera->rotateLeft(-camera->angleLeftUpLookAt().x());
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camera->transform(Matrix4x4::Rotation(-_player->angle()));
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camera->transform(Matrix4x4::Rotation(-_player->angle()));
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Timeline::animate(AnimationListTag("camera_anim"), std::make_shared<ATranslateToPoint>(camera, Vec3D(-20, 30, -100)));
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Timeline::animate(AnimationListTag("camera_anim"), std::make_shared<ATranslateToPoint>(camera, Vec3D(0, 30, -100)));
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Timeline::animate(AnimationListTag("camera_anim"), std::make_shared<AWait>(0));
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Timeline::animate(AnimationListTag("camera_anim"), std::make_shared<ARotateRelativePoint>(camera, Vec3D(0), Vec3D{0, Consts::PI, 0}, 5, Animation::LoopOut::None, Animation::InterpolationType::Linear));
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Timeline::animate(AnimationListTag("camera_anim"), std::make_shared<ARotateRelativePoint>(camera, Vec3D(0), Vec3D{0, Consts::PI, 0}, 5, Animation::LoopOut::None, Animation::InterpolationType::Linear));
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Timeline::animate(AnimationListTag("camera_anim"), std::make_shared<AWait>(0));
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Timeline::animate(AnimationListTag("camera_anim"), std::make_shared<AWait>(0));
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Timeline::animate(AnimationListTag("camera_anim"), std::make_shared<AFunction>([this, camera](){
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Timeline::animate(AnimationListTag("camera_anim"), std::make_shared<AFunction>([this, camera](){
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@ -72,7 +72,7 @@ void Weapon::reload() {
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Log::log("Weapon::reload (" + std::to_string(_stockAmmo) + " : " + std::to_string(_clipAmmo) + ")");
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Log::log("Weapon::reload (" + std::to_string(_stockAmmo) + " : " + std::to_string(_clipAmmo) + ")");
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_lastReloadTime = Time::time();
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_lastReloadTime = Time::time();
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if(_reloadCallBack != nullptr) {
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if (_reloadCallBack != nullptr) {
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_reloadCallBack();
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_reloadCallBack();
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}
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}
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}
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}
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@ -99,11 +99,22 @@ Weapon::addTrace(std::function<IntersectionInformation(const Vec3D &, const Vec3
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auto rayCast = rayCastFunction(from, from + directionTo * ShooterConsts::FIRE_DISTANCE + randV);
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auto rayCast = rayCastFunction(from, from + directionTo * ShooterConsts::FIRE_DISTANCE + randV);
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if (rayCast.objectName.str().find("Enemy") != std::string::npos) {
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if (rayCast.objectName.str().find("Enemy") != std::string::npos) {
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damagedPlayers[rayCast.objectName] += _damage / (1.0 + rayCast.distanceToObject);
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damagedPlayers[rayCast.objectName] += _damage / (1.0 + rayCast.distanceToObject);
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// If you hit the head the damage will be doubled
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if (rayCast.objectName.str().find("_head") != std::string::npos) {
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damagedPlayers[rayCast.objectName] += _damage / (1.0 + rayCast.distanceToObject);
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}
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// If you hit the foot the damage will be divided by 2
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if (rayCast.objectName.str().find("_foot_") != std::string::npos) {
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damagedPlayers[rayCast.objectName] -= 0.5 * _damage / (1.0 + rayCast.distanceToObject);
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}
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}
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}
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// add trace line
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// add trace line
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Vec3D lineFrom = position() + model() * Vec3D(triangles().back()[0]);
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Vec3D lineFrom = position() + model() * Vec3D(triangles().back()[0]);
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Vec3D lineTo = rayCast.intersected ? rayCast.pointOfIntersection : position() + directionTo * ShooterConsts::FIRE_DISTANCE + randV;
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Vec3D lineTo = rayCast.intersected ? rayCast.pointOfIntersection : position() +
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directionTo * ShooterConsts::FIRE_DISTANCE +
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randV;
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_addTraceCallBack(lineFrom, lineTo);
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_addTraceCallBack(lineFrom, lineTo);
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return damagedPlayers;
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return damagedPlayers;
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