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group2 0.1.0
CSE 125 Group 2
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Explosion request processing and radial damage. More...
#include "ecs/systems/ExplosionSystem.hpp"#include "ecs/components/CollisionShape.hpp"#include "ecs/components/Explosion.hpp"#include "ecs/components/Player.hpp"#include "ecs/components/PlayerVisState.hpp"#include "ecs/components/Position.hpp"#include "ecs/components/Velocity.hpp"#include "ecs/physics/Forces.hpp"#include "ecs/physics/PhysicsConstants.hpp"#include "ecs/systems/PlayerStatusSystem.hpp"#include "network/NetKillEvent.hpp"#include <cmath>#include <glm/common.hpp>#include <glm/geometric.hpp>#include <vector>Namespaces | |
| namespace | systems |
| Client-only input sampling system — split into two halves so mouse look can run every iterate() (smooth camera at any FPS) while movement keys run once per physics tick group (server-consistent). | |
Functions | |
| void | systems::queueExplosion (Registry ®istry, glm::vec3 position, float radius, float maxDamage, entt::entity owner, float falloffExponent=1.0f, float selfDamageMultiplier=1.0f, float maxKnockback=0.0f, float knockbackFalloffExponent=1.0f, entt::entity directKillTarget=entt::null, WeaponType weaponType=WeaponType::Rocket) |
| Create an explosion entity at the given position. | |
| void | systems::runExplosion (Registry ®istry, std::vector< NetParticleEvent > &outParticles, std::vector< NetKillEvent > &killEvents) |
| Process all pending explosions: apply radial damage and emit particle events. | |
Explosion request processing and radial damage.