group2 0.1.0
CSE 125 Group 2
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AbilityState Struct Reference

#include <AbilityState.hpp>

Public Attributes

int level = 0
float accumDamage = 0
bool pendingLevel1 = false
bool pendingLevel2 = false
std::array< AbilityType, kAbilityChoicesPerTierprimaryChoices = {primaryAbilityTypes[0], primaryAbilityTypes[1]}
std::array< AbilityType, kAbilityChoicesPerTiersecondaryChoices = {secondaryAbilityTypes[0], secondaryAbilityTypes[1]}
AbilityType primary = AbilityType::None
AbilityType secondary = AbilityType::None
float primaryCooldown = 0.0f
bool primaryActive = false
float secondaryCooldown = 0.0f
bool secondaryActive = false
bool recallMarkerSet = false
bool recallMarkerGravityFlipped = false
glm::vec3 recallMarkerPosition {0.0f}
float wallhackTimer = 0.0f
 Wallhack reveal: seconds remaining of the see-through-walls effect.

Member Data Documentation

◆ accumDamage

float AbilityState::accumDamage = 0

◆ level

int AbilityState::level = 0

◆ pendingLevel1

bool AbilityState::pendingLevel1 = false

◆ pendingLevel2

bool AbilityState::pendingLevel2 = false

◆ primary

AbilityType AbilityState::primary = AbilityType::None

◆ primaryActive

bool AbilityState::primaryActive = false

◆ primaryChoices

std::array<AbilityType, kAbilityChoicesPerTier> AbilityState::primaryChoices = {primaryAbilityTypes[0], primaryAbilityTypes[1]}

◆ primaryCooldown

float AbilityState::primaryCooldown = 0.0f

◆ recallMarkerGravityFlipped

bool AbilityState::recallMarkerGravityFlipped = false

◆ recallMarkerPosition

glm::vec3 AbilityState::recallMarkerPosition {0.0f}

◆ recallMarkerSet

bool AbilityState::recallMarkerSet = false

◆ secondary

AbilityType AbilityState::secondary = AbilityType::None

◆ secondaryActive

bool AbilityState::secondaryActive = false

◆ secondaryChoices

std::array<AbilityType, kAbilityChoicesPerTier> AbilityState::secondaryChoices = {secondaryAbilityTypes[0], secondaryAbilityTypes[1]}

◆ secondaryCooldown

float AbilityState::secondaryCooldown = 0.0f

◆ wallhackTimer

float AbilityState::wallhackTimer = 0.0f

Wallhack reveal: seconds remaining of the see-through-walls effect.

Set by WallhackAbility, ticked down by the ability system, replicated to the client (which flags enemies for the red chams pass while > 0).


The documentation for this struct was generated from the following file: