group2 0.1.0
CSE 125 Group 2
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PlayerStatusSystem.cpp File Reference

Player status manager system. More...

Include dependency graph for PlayerStatusSystem.cpp:

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::applyHeal (float amount, Health &playerHealth)
glm::vec3 systems::chooseRespawnPoint (Registry &registry)
void systems::handleRespawn (entt::entity &player, Registry &registry)
 Reset a dead player to a fresh spawn state.
void systems::handleDeath (entt::entity &player, Health &playerHealth, entt::entity &killer, Registry &registry, std::vector< NetKillEvent > &killEvents, BodyRegion hitRegion)
 Transition a player to the dead state if health has reached zero.
void systems::applyDamage (float damage, entt::entity player, entt::entity &killer, Registry &registry, std::vector< NetKillEvent > &killEvents, BodyRegion hitRegion=BodyRegion::UpperTorso)
 Apply damage to a player, splitting across armor then health.
void systems::handleHealing (Health &playerHealth, float dt)
 Tick passive health regeneration after the heal cooldown expires.
void systems::runPlayerStatus (Registry &registry, float dt)
 Run one tick of player status: respawn timers and passive healing.

Detailed Description

Player status manager system.