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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 05:47:42 +00:00

Move weapon code to RuntimeWeapon

This commit is contained in:
2016-11-22 12:43:16 -08:00
parent 83f3e3d4f1
commit be40ebc8db
47 changed files with 177 additions and 50 deletions

View File

@@ -3,7 +3,7 @@
#include "Camera/CGameCamera.hpp"
#include "Graphics/CBooRenderer.hpp"
#include "CSortedLists.hpp"
#include "CWeaponMgr.hpp"
#include "Weapon/CWeaponMgr.hpp"
#include "CFluidPlaneManager.hpp"
#include "World/CEnvFxManager.hpp"
#include "World/CActorModelParticles.hpp"
@@ -17,7 +17,7 @@
#include "CPlayerState.hpp"
#include "CGameState.hpp"
#include "World/CPlayer.hpp"
#include "World/CPlayerGun.hpp"
#include "Weapon/CPlayerGun.hpp"
#include "World/CMorphBall.hpp"
#include "World/CScriptSpawnPoint.hpp"
#include "AutoMapper/CMapWorldInfo.hpp"
@@ -492,14 +492,16 @@ void CStateManager::InformListeners(const zeus::CVector3f&, EListenNoiseType)
{
}
void CStateManager::ApplyKnockBack(CActor& actor, const CDamageInfo& info,
bool CStateManager::ApplyKnockBack(CActor& actor, const CDamageInfo& info,
const CDamageVulnerability&, const zeus::CVector3f&, float)
{
return false;
}
void CStateManager::ApplyDamageToWorld(TUniqueId, const CActor&, const zeus::CVector3f&,
bool CStateManager::ApplyDamageToWorld(TUniqueId, const CActor&, const zeus::CVector3f&,
const CDamageInfo& info, const CMaterialFilter&)
{
return false;
}
void CStateManager::ProcessRadiusDamage(const CActor&, CActor&, const zeus::CVector3f&,
@@ -507,19 +509,46 @@ void CStateManager::ProcessRadiusDamage(const CActor&, CActor&, const zeus::CVec
{
}
void CStateManager::ApplyRadiusDamage(const CActor&, const zeus::CVector3f&, CActor&,
bool CStateManager::ApplyRadiusDamage(const CActor&, const zeus::CVector3f&, CActor&,
const CDamageInfo& info)
{
return false;
}
void CStateManager::ApplyLocalDamage(const zeus::CVector3f&, const zeus::CVector3f&, CActor&, float,
const CWeaponMode&)
bool CStateManager::ApplyLocalDamage(const zeus::CVector3f& vec1, const zeus::CVector3f& vec2, CActor& actor, float dt,
const CWeaponMode& weapMode)
{
CHealthInfo* hInfo = actor.HealthInfo();
if (!hInfo || dt < 0.f)
return false;
if (hInfo->GetHP() <= 0.f)
return true;
float f30 = dt;
CPlayer* player = dynamic_cast<CPlayer*>(&actor);
CAi* ai = dynamic_cast<CAi*>(&actor);
#if 0
CDestroyableRock* dRock = nullptr;
if (!ai)
dynamic_cast<CDestroyableRock*>(&actor);
#endif
if (player)
{
if (x870_cameraManager->IsInCinematicCamera())
{
}
}
return false;
}
void CStateManager::ApplyDamage(TUniqueId, TUniqueId, TUniqueId, const CDamageInfo& info,
bool CStateManager::ApplyDamage(TUniqueId, TUniqueId, TUniqueId, const CDamageInfo& info,
const CMaterialFilter&)
{
return false;
}
void CStateManager::UpdateAreaSounds()