group2 0.1.0
CSE 125 Group 2
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ExplosionSystem.hpp
Go to the documentation of this file.
1
3
4#pragma once
5
10
11#include <glm/vec3.hpp>
12#include <vector>
13
14namespace systems
15{
16
26void queueExplosion(Registry& registry, glm::vec3 position, float radius, float maxDamage, entt::entity owner);
27
37void runExplosion(Registry& registry,
38 std::vector<NetParticleEvent>& outParticles,
39 std::vector<NetKillEvent>& killEvents);
40
41} // namespace systems
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 &registry, 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 &registry, glm::vec3 position, float radius, float maxDamage, entt::entity owner)
Create an explosion entity at the given position.
Definition ExplosionSystem.cpp:20