#include <weaponcollider.hpp>
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| | ShortAttack (Player *usedPlayer, glm::vec3 corner, glm::vec3 facing) |
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| | WeaponCollider (Player *usedPlayer, glm::vec3 corner, glm::vec3 facing, glm::vec3 dimensions, ModelType model, WeaponOptions &&options) |
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| void | doCollision (Object *other, ServerGameState &state) override |
| | Code to run when this object collides with another. More...
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| void | updateMovement (ServerGameState &state) |
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| bool | readyTime (ServerGameState &state) |
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| bool | timeOut (ServerGameState &state) |
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| virtual SharedObject | toShared () override |
| | Generates a SharedObject representation of this object. More...
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| | Object (ObjectType type, Physics physics, ModelType modelType) |
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| virtual | ~Object () |
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| void | setModel (ModelType type) |
| | Sets this Object's model and initializes its dimensions to the given model's default dimensions. More...
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| virtual SharedObject | toShared () |
| | Generates a SharedObject representation of this object. More...
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| virtual void | doCollision (Object *other, ServerGameState &state) |
| | Code to run when this object collides with another. More...
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| std::string | to_string (unsigned int tab_offset) |
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| std::string | to_string () |
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| static const glm::vec3 | DIMENSION = glm::vec3(1.0f, 5.0f, 1.0f) |
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| static std::unordered_map< ModelType, glm::vec3 > | models |
| | Maps from ModelType to a model's dimensions as read from the model files. (At present, these values are hard-coded in object.cpp) More...
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◆ ShortAttack()
| ShortAttack::ShortAttack |
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Player * |
usedPlayer, |
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glm::vec3 |
corner, |
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glm::vec3 |
facing |
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) |
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inline |
◆ DIMENSION
| const glm::vec3 ShortAttack::DIMENSION = glm::vec3(1.0f, 5.0f, 1.0f) |
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inlinestatic |
The documentation for this class was generated from the following file: