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group2 0.1.0
CSE 125 Group 2
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Files | |
| AbilitySystem.cpp | |
| AbilitySystem.hpp | |
| Ability Management System. | |
| CollisionSystem.cpp | |
| Implementation of swept-AABB collision detection and response. | |
| CollisionSystem.hpp | |
| Shared collision system for swept-AABB physics resolution. | |
| DroppedWeaponSystem.cpp | |
| Update system for player-dropped weapon pickups. | |
| DroppedWeaponSystem.hpp | |
| Update system for player-dropped weapon pickups. | |
| DynamicsSystem.cpp | |
| Implementation of the rigid-body dynamics tick. | |
| DynamicsSystem.hpp | |
| Per-tick orchestration of the rigid-body dynamics pipeline. | |
| ExplosionSystem.cpp | |
| Explosion request processing and radial damage. | |
| ExplosionSystem.hpp | |
| Explosion request processing and radial damage. | |
| FireSystem.cpp | |
| Tick all active FireField entities: apply DoT damage and expire. | |
| FireSystem.hpp | |
| Tick all active FireField entities: apply DoT damage and expire. | |
| HealthPackSpawnerSystem.cpp | |
| Health pack spawner manager system. | |
| HealthPackSpawnerSystem.hpp | |
| Health pack spawner manager system. | |
| HitboxSystem.cpp | |
| Transform skeleton joint poses into world-space hitbox capsules. | |
| HitboxSystem.hpp | |
| System that transforms skeleton-driven hitbox definitions from bone-local space into world-space capsules every tick. | |
| JumpPadSystem.cpp | |
| Jump pad trigger system. | |
| JumpPadSystem.hpp | |
| Jump pad trigger system: launch overlapping players upward. | |
| KillzoneSystem.cpp | |
| Killzone trigger system. | |
| KillzoneSystem.hpp | |
| Killzone trigger system: kill any player overlapping a killzone. | |
| KinematicCharacterController.cpp | |
| Capsule KCC implementation over static world geometry. | |
| KinematicCharacterController.hpp | |
| Focused capsule KCC step for player/world collision resolution. | |
| LagCompensation.hpp | |
| RAII guard for hitbox-rewind lag compensation. | |
| MatchSystem.cpp | |
| Implementation of the MatchSystem that checks for match win conditions and updates match state accordingly. | |
| MatchSystem.hpp | |
| Match system for handling match logic and win conditions. | |
| MovementSystem.cpp | |
| Implementation of the Titanfall-inspired movement state machine. | |
| MovementSystem.hpp | |
| Shared movement system implementing the Titanfall-inspired state machine. | |
| PickupGeometry.hpp | |
| Shared geometry helpers for weapon-pickup proximity tests. | |
| PlayerStatusSystem.cpp | |
| Player status manager system. | |
| PlayerStatusSystem.hpp | |
| Player status manager for things like life state and healing. | |
| PowerupSpawnerSystem.cpp | |
| Powerup spawner manager system. | |
| PowerupSpawnerSystem.hpp | |
| Powerup spawner manager system. | |
| PowerupSystem.cpp | |
| Powerup state manager system. | |
| PowerupSystem.hpp | |
| Powerup state manager system. | |
| RagdollSystem.cpp | |
| Implementation of ragdoll spawn / tick. | |
| RagdollSystem.hpp | |
| Spawn / despawn ragdolls and tick their per-frame state. | |
| Systems.hpp | |
| Top-level ECS systems namespace with placeholder update function. | |
| TriggerSystem.cpp | |
| Implementation of the trigger-volume overlap system. | |
| TriggerSystem.hpp | |
| Per-tick trigger-volume overlap detection. | |
| WeaponSpawnerSystem.cpp | |
| Weapon spawner manager system. | |
| WeaponSpawnerSystem.hpp | |
| Weapon spawner manager system. | |
| WeaponSystem.cpp | |
| Weapon state manager system. | |
| WeaponSystem.hpp | |
| Weapon state manager system. | |