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group2 0.1.0
CSE 125 Group 2
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Player status manager for things like life state and healing. More...
#include "ecs/components/Health.hpp"#include "ecs/components/Hitbox.hpp"#include "ecs/components/WeaponConfig.hpp"#include "ecs/registry/Registry.hpp"#include "network/NetKillEvent.hpp"Go to the source code of this file.
Classes | |
| struct | systems::SpawnResolution |
| A resolved spawn: safe center position plus the point's facing yaw. More... | |
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) |
| void | systems::applyBulletSlow (entt::entity player, Registry ®istry) |
| Refresh the bullet-hit movement slow on a player. | |
| float | systems::applyDamage (float damage, entt::entity player, entt::entity &killer, Registry ®istry, std::vector< NetKillEvent > &killEvents, BodyRegion hitRegion=BodyRegion::UpperTorso, float shieldMultiplier=1.0f) |
| Apply damage to a player, splitting across armor then health. | |
| void | systems::runPlayerStatus (Registry ®istry, float dt) |
| Run one tick of player status: respawn timers and passive healing. | |
| void | systems::runSpawnPointCooldowns (Registry ®istry, float dt) |
| Tick spawn point cooldowns. | |
| SpawnResolution | systems::chooseAndResolveSpawnPosition (Registry ®istry, entt::entity player) |
| Pick a respawn point and resolve it to a safe spawn center. | |
Variables | |
| const float | systems::armorMax = 100.0f |
| Maximum armor value. | |
| const float | systems::healthMax = 100.0f |
| Maximum health value. | |
| const float | systems::overShieldMax = 200.0f |
| const float | systems::healCooldown = 5.0f |
| Seconds after last damage before passive healing starts. | |
| const float | systems::healingRate = 20.0f |
| Passive healing amount per second. | |
Player status manager for things like life state and healing.