56 std::vector<NetKillEvent>& killEvents,
59 float shieldMultiplier = 1.0f);
Skeleton-driven hitbox types: body regions, capsule definitions, damage profiles, and per-entity runt...
BodyRegion
Body regions.
Definition Hitbox.hpp:23
@ UpperTorso
Definition Hitbox.hpp:26
Structure of kill event broadcasted from server to clients.
Shared ECS registry type alias for the game engine.
entt::registry Registry
Shared ECS registry type alias.
Definition Registry.hpp:11
Static gameplay tuning data for each weapon type.
Client-only input sampling system — split into two halves so mouse look can run every iterate() (smoo...
Definition DebugUI.hpp:15
SpawnResolution chooseAndResolveSpawnPosition(Registry ®istry, entt::entity player)
Pick a respawn point and resolve it to a safe spawn center.
Definition PlayerStatusSystem.cpp:201
void runPlayerStatus(Registry ®istry, float dt)
Run one tick of player status: respawn timers and passive healing.
Definition PlayerStatusSystem.cpp:472
const float healthMax
Maximum health value.
Definition PlayerStatusSystem.hpp:16
void applyHeal(float amount, Health &playerHealth)
Definition PlayerStatusSystem.cpp:46
void runSpawnPointCooldowns(Registry ®istry, float dt)
Tick spawn point cooldowns.
Definition PlayerStatusSystem.cpp:509
const float healingRate
Passive healing amount per second.
Definition PlayerStatusSystem.hpp:19
void applyBulletSlow(entt::entity player, Registry ®istry)
Refresh the bullet-hit movement slow on a player.
Definition PlayerStatusSystem.cpp:402
float applyDamage(float damage, entt::entity player, entt::entity &killer, Registry ®istry, std::vector< NetKillEvent > &killEvents, BodyRegion hitRegion, int weaponId, float shieldMultiplier)
Apply damage to a player, splitting across armor then health.
Definition PlayerStatusSystem.cpp:412
const float armorMax
Maximum armor value.
Definition PlayerStatusSystem.hpp:15
const float healCooldown
Seconds after last damage before passive healing starts.
Definition PlayerStatusSystem.hpp:18
const float overShieldMax
Definition PlayerStatusSystem.hpp:17
ECS component: player health, armor, and passive heal cooldown.
Definition Health.hpp:8
A resolved spawn: safe center position plus the point's facing yaw.
Definition PlayerStatusSystem.hpp:74
glm::vec3 center
Definition PlayerStatusSystem.hpp:75
float yaw
Authored facing direction (radians) for the chosen spawn point.
Definition PlayerStatusSystem.hpp:76