vectozavr-shooter/weapon/Shotgun.cpp

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//
// Created by Иван Ильин on 02.06.2021.
//
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#include "../engine/ResourceManager.h"
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#include "Shotgun.h"
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#include "../engine/animation/AFunction.h"
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#include "../ShooterConsts.h"
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using namespace std;
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Shotgun::Shotgun(int ammo, const std::string& weaponName) : Weapon(weaponName, ShooterConsts::SHOTGUN_OBJ, "obj/shotgun_mat.txt", Vec3D{3, 3, 3}, Vec3D{-0.95, 1.3, -0.6}, Vec3D{0, Consts::PI, 0}) {
fireSound.setBuffer(*ResourceManager::loadSoundBuffer(ShooterConsts::SHOTGUN_FIRE_SOUND));
reloadSound.setBuffer(*ResourceManager::loadSoundBuffer(ShooterConsts::SHOTGUN_RELOAD_SOUND));
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//reloadSound.setVolume(30);
_initialPack = 15;
_clipCapacity = 1; // how much ammo can be stored in one clipx
_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 = 400;
_spreading = 5;
}
std::map<std::string, double>
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Shotgun::processFire(std::function<std::pair<Vec3D, std::string>(const Vec3D&, const Vec3D&)> rayCastFunction) {
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std::map<std::string, double> damagedPlayers;
for(int i = 0; i < 15; i++) {
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std::map<std::string, double> damaged = addTrace(rayCastFunction, position() + Vec3D(triangles().back()[0]), -lookAt());
for(auto& player : damaged)
damagedPlayers[player.first] += player.second;
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}
return damagedPlayers;
}