// // Created by Иван Ильин on 02.06.2021. // #ifndef SHOOTER_SHOTGUN_H #define SHOOTER_SHOTGUN_H #include "Weapon.h" #include "../engine/ResourceManager.h" #include "../ShooterConsts.h" class Shotgun final : public Weapon { public: explicit Shotgun(): Weapon(15, 1, 1.0, 1.0, 400, 5.0, ShooterConsts::SHOTGUN_FIRE_SOUND, ShooterConsts::SHOTGUN_RELOAD_SOUND, ObjectNameTag("shotgun"), ShooterConsts::SHOTGUN_OBJ, Vec3D{3, 3, 3}, Vec3D{-1.95, 0.8, 1.5}, Vec3D{0, Consts::PI, 0}) {} std::map processFire(std::function rayCastFunction, const Vec3D &position, const Vec3D &direction) override { std::map damagedPlayers; for (int i = 0; i < 15; i++) { std::map damaged = addTrace(rayCastFunction, position, direction); for (auto &player : damaged) { damagedPlayers[player.first] += player.second; } } return damagedPlayers; } }; #endif //SHOOTER_3DZAVR_SHOTGUN_H