#include <weapon.hpp>
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| | Weapon (glm::vec3 corner, glm::vec3 dimensions, WeaponType type) |
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| void | useItem (Object *other, ServerGameState &state, int itemSelected) override |
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| void | reset (ServerGameState &state) |
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| void | useLightning (Object *other, ServerGameState &state, glm::vec3 corner) |
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| | Item (ObjectType type, bool movable, glm::vec3 corner, ModelType model, glm::vec3 dimensions) |
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| virtual void | useItem (Object *other, ServerGameState &state, int itemSelected) |
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| virtual void | dropItem (Object *other, ServerGameState &state, int itemSelected, float dropDistance) |
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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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| 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 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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| |
◆ Weapon()
| Weapon::Weapon |
( |
glm::vec3 |
corner, |
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|
glm::vec3 |
dimensions, |
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WeaponType |
type |
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) |
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- Parameters
-
| corner | Corner position of the weapon |
| dimensions | Dimensions applied for the weapon |
| type | Type of weapon |
◆ reset()
◆ useItem()
◆ useLightning()
◆ weaponType
The documentation for this class was generated from the following files: