11#include <glm/vec3.hpp>
26void queueExplosion(
Registry& registry, glm::vec3 position,
float radius,
float maxDamage, entt::entity owner);
38 std::vector<NetParticleEvent>& outParticles,
39 std::vector<NetKillEvent>& killEvents);
Structure of kill event broadcasted from server to clients.
Player status manager for things like life state and healing.
Shared ECS registry type alias for the game engine.
entt::registry Registry
Shared ECS registry type alias.
Definition Registry.hpp:11
Wire-format particle effect event broadcast from server to all clients.
Client-only input sampling system — split into two halves so mouse look can run every iterate() (smoo...
Definition InputSampleSystem.hpp:21
void runExplosion(Registry ®istry, std::vector< NetParticleEvent > &outParticles, std::vector< NetKillEvent > &killEvents)
Process all pending explosions: apply radial damage and emit particle events.
Definition ExplosionSystem.cpp:27
void queueExplosion(Registry ®istry, glm::vec3 position, float radius, float maxDamage, entt::entity owner)
Create an explosion entity at the given position.
Definition ExplosionSystem.cpp:20