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, Vec3D{3, 3, 3}, Vec3D{-1.95, 0.8, 1.5}, Vec3D{0, Consts::PI, 0}) {
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fireSound = ShooterConsts::SHOTGUN_FIRE_SOUND;
reloadSound = 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;
}
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std::map<ObjectNameTag, double>
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Shotgun::processFire(std::function<IntersectionInformation(const Vec3D&, const Vec3D&)> rayCastFunction, const Vec3D& position, const Vec3D& direction) {
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std::map<ObjectNameTag, double> damagedPlayers;
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for(int i = 0; i < 15; i++) {
std::map<ObjectNameTag, double> damaged = addTrace(rayCastFunction, position, direction);
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for(auto& player : damaged)
damagedPlayers[player.first] += player.second;
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}
return damagedPlayers;
}