// // Created by Иван Ильин on 02.06.2021. // #include "../engine/ResourceManager.h" #include "Shotgun.h" #include "../engine/animation/AFunction.h" #include "../ShooterConsts.h" using namespace std; 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 = ShooterConsts::SHOTGUN_FIRE_SOUND; reloadSound = ShooterConsts::SHOTGUN_RELOAD_SOUND; //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 Shotgun::processFire(std::function(const Vec3D&, const Vec3D&)> rayCastFunction) { std::map damagedPlayers; for(int i = 0; i < 15; i++) { std::map damaged = addTrace(rayCastFunction, position() + Vec3D(triangles().back()[0]), -lookAt()); for(auto& player : damaged) damagedPlayers[player.first] += player.second; } return damagedPlayers; }