mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
reformat
This commit is contained in:
parent
e6ea22ee1a
commit
61be76cf60
1 changed files with 96 additions and 97 deletions
|
@ -31,67 +31,66 @@ class CombatSubsystem;
|
|||
//
|
||||
// Encapsulates combat related data and functionality for the actor
|
||||
//
|
||||
class CombatSubsystem
|
||||
{
|
||||
class CombatSubsystem {
|
||||
public:
|
||||
CombatSubsystem();
|
||||
CombatSubsystem( Actor *actor );
|
||||
~CombatSubsystem();
|
||||
CombatSubsystem();
|
||||
CombatSubsystem(Actor* actor);
|
||||
~CombatSubsystem();
|
||||
|
||||
bool CanAttackTarget ( Entity *target );
|
||||
bool CanAttackTargetFrom ( Entity *target , const Vector &startPos );
|
||||
bool IsTargetInWeaponRange ( Entity *target );
|
||||
bool UsingWeaponNamed ( const str &weaponName );
|
||||
bool WeaponIsFireType ( firetype_t fire_type );
|
||||
bool HaveWeapon ();
|
||||
bool CanAttackEnemy ();
|
||||
bool CanAttackTarget(Entity* target);
|
||||
bool CanAttackTargetFrom(Entity* target, const Vector& startPos);
|
||||
bool IsTargetInWeaponRange(Entity* target);
|
||||
bool UsingWeaponNamed(const str& weaponName);
|
||||
bool WeaponIsFireType(firetype_t fire_type);
|
||||
bool HaveWeapon();
|
||||
bool CanAttackEnemy();
|
||||
|
||||
void UseActorWeapon (const str &weaponName , weaponhand_t hand );
|
||||
void SetTraceInterval ( float interval );
|
||||
void FireWeapon ();
|
||||
void StopFireWeapon ();
|
||||
void AimWeaponTag (Entity *target);
|
||||
void AimWeaponTag (const Vector &targetPos);
|
||||
void ClearAim ();
|
||||
void UseActorWeapon(const str& weaponName, weaponhand_t hand);
|
||||
void SetTraceInterval(float interval);
|
||||
void FireWeapon();
|
||||
void StopFireWeapon();
|
||||
void AimWeaponTag(Entity* target);
|
||||
void AimWeaponTag(const Vector& targetPos);
|
||||
void ClearAim();
|
||||
|
||||
void GetGunPositionData ( Vector *pos , Vector *forward = NULL, Vector *right = NULL, Vector *up = NULL );
|
||||
float GetAimGunYaw ( const Vector &target );
|
||||
float GetAimGunPitch ( const Vector &target );
|
||||
WeaponPtr GetBestAvailableWeapon ( Entity *target );
|
||||
float GetActiveWeaponPowerRating ( Entity *target );
|
||||
str GetActiveWeaponName ();
|
||||
str GetActiveWeaponArchetype();
|
||||
void GetGunPositionData(Vector* pos, Vector* forward = NULL, Vector* right = NULL, Vector* up = NULL);
|
||||
float GetAimGunYaw(const Vector& target);
|
||||
float GetAimGunPitch(const Vector& target);
|
||||
WeaponPtr GetBestAvailableWeapon(Entity* target);
|
||||
float GetActiveWeaponPowerRating(Entity* target);
|
||||
str GetActiveWeaponName();
|
||||
str GetActiveWeaponArchetype();
|
||||
|
||||
bool GetProjectileLaunchAngles( Vector &launchAngles, const Vector &launchPoint, const float initialSpeed, const float gravity , const bool useHighTrajectory = false ) const;
|
||||
bool shouldArcProjectile();
|
||||
float GetLowArcRange();
|
||||
bool GetProjectileLaunchAngles(Vector& launchAngles, const Vector& launchPoint, const float initialSpeed, const float gravity, const bool useHighTrajectory = false) const;
|
||||
bool shouldArcProjectile();
|
||||
float GetLowArcRange();
|
||||
|
||||
void OverrideSpread ( float spreadX , float spreadY );
|
||||
void OverrideSpread(float spreadX, float spreadY);
|
||||
|
||||
const str GetAnimForMyWeapon( const str& property );
|
||||
float GetDataForMyWeapon( const str& property );
|
||||
const str GetAnimForMyWeapon(const str& property);
|
||||
float GetDataForMyWeapon(const str& property);
|
||||
|
||||
Vector GetLeadingTargetPos( float projSpeed , Vector originalTargetPos , Entity *target );
|
||||
Vector GetLeadingTargetPos(float projSpeed, Vector originalTargetPos, Entity* target);
|
||||
|
||||
// Archiving
|
||||
void DoArchive ( Archiver &arc , Actor *actor );
|
||||
virtual void Archive ( Archiver &arc );
|
||||
// Archiving
|
||||
void DoArchive(Archiver& arc, Actor* actor);
|
||||
virtual void Archive(Archiver& arc);
|
||||
|
||||
protected:
|
||||
void _init();
|
||||
bool _traceHitTarget ( Entity *target , const Vector &startPos );
|
||||
float getModifiedPowerRating ( Entity *target , Weapon *weapon );
|
||||
void _init();
|
||||
bool _traceHitTarget(Entity* target, const Vector& startPos);
|
||||
float getModifiedPowerRating(Entity* target, Weapon* weapon);
|
||||
|
||||
|
||||
private:
|
||||
ActiveWeapon _activeWeapon;
|
||||
float _nextTimeTracedToTarget;
|
||||
float _traceInterval;
|
||||
bool _canShootTarget;
|
||||
float _yawDiff;
|
||||
ActiveWeapon _activeWeapon;
|
||||
float _nextTimeTracedToTarget;
|
||||
float _traceInterval;
|
||||
bool _canShootTarget;
|
||||
float _yawDiff;
|
||||
|
||||
Actor *act;
|
||||
};
|
||||
Actor* act;
|
||||
};
|
||||
|
||||
|
||||
#endif /* __ACTOR_COMBAT_SUBSYSTEM_H__ */
|
||||
|
|
Loading…
Reference in a new issue