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group2 0.1.0
CSE 125 Group 2
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Weapon spawner manager system. More...
#include "WeaponSpawnerSystem.hpp"#include "ecs/components/CollisionShape.hpp"#include "ecs/components/InputSnapshot.hpp"#include "ecs/components/Player.hpp"#include "ecs/components/PlayerVisState.hpp"#include "ecs/components/Position.hpp"#include "ecs/components/WeaponConfig.hpp"#include "ecs/components/WeaponSpawner.hpp"#include "ecs/registry/Registry.hpp"#include "entt/entity/entity.hpp"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 | |
| bool | systems::overlapsAABB (glm::vec3 aPos, glm::vec3 aHalf, glm::vec3 bPos, glm::vec3 bHalf) |
| Test whether two axis-aligned bounding boxes overlap. | |
| glm::vec3 | systems::viewForward (float yaw, float pitch) |
| Compute the player's 3D view direction from yaw and pitch angles. | |
| void | systems::checkForPlayers (Registry ®istry, Position spawnerPos, CollisionShape spawnerShape, WeaponSpawner &spawner) |
| Check if any player overlaps the spawner and transfer the weapon on pickup. | |
| void | systems::runWeaponSpawners (Registry ®istry, float dt) |
| Tick weapon spawners: check player overlap for pickup, manage cooldowns. | |
Weapon spawner manager system.