group2 0.1.0
CSE 125 Group 2
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PowerupSystem.cpp File Reference

Powerup state manager system. More...

Include dependency graph for PowerupSystem.cpp:

Classes

struct  HitboxHit
 Skeleton-driven hitbox raycast (capsule-based). More...
struct  HitscanHit
 Result of a hitscan raycast. 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::runPowerups (Registry &registry, float dt)
 Run one tick of powerup logic for all players.
HitscanHit resolveHitscan (Registry &registry, entt::entity shooter, glm::vec3 origin, glm::vec3 direction)
 Full hitscan resolution: world geometry first, then players (closest wins).
HitboxHit resolveHitscanHitbox (Registry &registry, entt::entity shooter, glm::vec3 origin, glm::vec3 direction, float bulletRadius=0.0f)
 Full hitscan with skeleton-driven hitboxes.

Detailed Description

Powerup state manager system.

Function Documentation

◆ resolveHitscan()

HitscanHit physics::resolveHitscan ( Registry & registry,
entt::entity shooter,
glm::vec3 origin,
glm::vec3 direction )
inline

Full hitscan resolution: world geometry first, then players (closest wins).

◆ resolveHitscanHitbox()

HitboxHit physics::resolveHitscanHitbox ( Registry & registry,
entt::entity shooter,
glm::vec3 origin,
glm::vec3 direction,
float bulletRadius = 0.0f )
inline

Full hitscan with skeleton-driven hitboxes.

World geometry first, then player hitbox capsules (closest wins). Falls back to the old AABB path for players without HitboxInstance.

Parameters
bulletRadiusSwept-sphere "cylinder hitreg" radius (world units) applied to PLAYER hitboxes only. World geometry stays a thin ray so bullets still require crosshair line-of-sight past walls. 0 = ray.
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