group2 0.1.0
CSE 125 Group 2
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PlayerStatusSystem.hpp File Reference

Player status manager for things like life state and healing. More...

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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 &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::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.
SpawnResolution systems::chooseAndResolveSpawnPosition (Registry &registry, 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.

Detailed Description

Player status manager for things like life state and healing.