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group2 0.1.0
CSE 125 Group 2
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Per-entity state of a continuous beam weapon. More...
#include <BeamState.hpp>
Public Attributes | |
| bool | active {false} |
| True while the beam is firing. | |
| uint8_t | _pad [3] {} |
| Padding for alignment. | |
| WeaponType | type {WeaponType::EnergyGun} |
| Weapon type (selects colour / VFX). | |
| uint8_t | locked {0} |
| True when the energy beam is damaging a locked target. | |
| uint8_t | _pad2 [2] {} |
| Padding for alignment. | |
| float | lockStrength {0.0f} |
| 0..1 visual ramp for Tesla arc attachment. | |
| glm::vec3 | origin {0.0f} |
| World-space beam start (eye position). | |
| glm::vec3 | hitPoint {0.0f} |
| World-space beam end (hit or max range). | |
| glm::vec3 | guidePoint {0.0f} |
| Straight-ahead endpoint used before arcing toward a target. | |
Per-entity state of a continuous beam weapon.
When active is true the renderer draws a glow cylinder from origin to hitPoint and places dynamic point lights along the beam.
| uint8_t BeamState::_pad[3] {} |
Padding for alignment.
| uint8_t BeamState::_pad2[2] {} |
Padding for alignment.
| bool BeamState::active {false} |
True while the beam is firing.
| glm::vec3 BeamState::guidePoint {0.0f} |
Straight-ahead endpoint used before arcing toward a target.
| glm::vec3 BeamState::hitPoint {0.0f} |
World-space beam end (hit or max range).
| uint8_t BeamState::locked {0} |
True when the energy beam is damaging a locked target.
| float BeamState::lockStrength {0.0f} |
0..1 visual ramp for Tesla arc attachment.
| glm::vec3 BeamState::origin {0.0f} |
World-space beam start (eye position).
| WeaponType BeamState::type {WeaponType::EnergyGun} |
Weapon type (selects colour / VFX).