// // Created by Иван Ильин on 06.06.2021. // #include "../engine/ResourceManager.h" #include "Rifle.h" Rifle::Rifle(int ammo, const std::string &weaponName) : Weapon(weaponName, "obj/rifle.obj", "obj/rifle_mat.txt", Vec3D{3, 3, 3}, Vec3D{-1.2, 1, 0.3}, Vec3D{0, Consts::PI, 0}) { fireSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/weapons/shotgun.ogg")); reloadSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/weapons/reload_ak47.ogg")); _initialPack = 5; _clipCapacity = 1; // how much ammo can be stored in one clip _stockAmmo = ammo - _clipCapacity; // how much ammo do you have in stock _clipAmmo = _clipCapacity; // how much ammo do you have in current clip _reloadTime = 1; _fireDelay = 1; // time delay between fires _damage = 30000; _spreading = 0.5; }