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)
float systems::standingHalfHeight (const CollisionShape &shape)
physics::CapsuleShape systems::spawnCapsuleFor (const CollisionShape &shape)
glm::vec3 systems::resolveRespawnPosition (Registry &registry, entt::entity player, glm::vec3 feetPosition)
SpawnResolution systems::chooseRespawnPoint (Registry &registry, entt::entity respawning)
 Choose a respawn point with cooldown-aware, enemy-avoiding selection.
SpawnResolution systems::chooseAndResolveSpawnPosition (Registry &registry, entt::entity player)
 Pick a respawn point and resolve it to a safe spawn center.
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::updateAbilityLevel (Registry &registry, entt::entity player, float dmg)
float systems::absorbDamage (float &pool, float damage)
float systems::absorbDamageScaled (float &pool, float damage, float effectiveness)
 Absorb damage through a shield pool with reduced effectiveness.
void systems::applyBulletSlow (entt::entity player, Registry &registry)
 Refresh the bullet-hit movement slow on a player.
float systems::applyDamage (float damage, entt::entity player, entt::entity &killer, Registry &registry, std::vector< NetKillEvent > &killEvents, BodyRegion hitRegion=BodyRegion::UpperTorso, float shieldMultiplier=1.0f)
 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.
void systems::runSpawnPointCooldowns (Registry &registry, float dt)
 Tick spawn point cooldowns.

Variables

constexpr float systems::k_spawnPointCooldown = 5.0f
 Cooldown duration set on a spawn point after a player spawns there.
constexpr float systems::k_spawnPushback = 0.03125f

Detailed Description

Player status manager system.