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group2 0.1.0
CSE 125 Group 2
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Wire-format particle event broadcast from server to all clients. More...
#include <ShotEvent.hpp>
Public Attributes | |
| entt::entity | source = entt::null |
| Entity that caused this (for skip-self logic). | |
| ParticleEffectType | effectType = ParticleEffectType::BulletTracer |
| WeaponType | weaponType = WeaponType::Rifle |
| SurfaceType | surfaceType = SurfaceType::Concrete |
| uint8_t | headshot = 0 |
| 1 if the impact hit the head region (for client hitmarker colour). | |
| uint8_t | shieldBreak = 0 |
| 1 if this shot depleted the target's armor to zero. | |
| uint8_t | hadArmor = 0 |
| 1 if target had armor at the moment of impact. | |
| uint8_t | _pad = 0 |
| Padding for alignment. | |
| glm::vec3 | pos1 {} |
| Origin / position. | |
| glm::vec3 | pos2 {} |
| Direction / hitPos / normal. | |
| float | param = 0 |
| Distance / radius. | |
| float | damage = 0 |
| Damage dealt by this impact (for floating damage numbers). | |
| entt::entity | target = entt::null |
| Entity that was hit (for damage accumulation). | |
Wire-format particle event broadcast from server to all clients.
General-purpose: any visual effect the server wants replicated goes through this struct. Fields are interpreted based on effectType.
| uint8_t NetParticleEvent::_pad = 0 |
Padding for alignment.
| float NetParticleEvent::damage = 0 |
Damage dealt by this impact (for floating damage numbers).
| ParticleEffectType NetParticleEvent::effectType = ParticleEffectType::BulletTracer |
| uint8_t NetParticleEvent::hadArmor = 0 |
1 if target had armor at the moment of impact.
| uint8_t NetParticleEvent::headshot = 0 |
1 if the impact hit the head region (for client hitmarker colour).
| float NetParticleEvent::param = 0 |
Distance / radius.
| glm::vec3 NetParticleEvent::pos1 {} |
Origin / position.
| glm::vec3 NetParticleEvent::pos2 {} |
Direction / hitPos / normal.
| uint8_t NetParticleEvent::shieldBreak = 0 |
1 if this shot depleted the target's armor to zero.
| entt::entity NetParticleEvent::source = entt::null |
Entity that caused this (for skip-self logic).
| SurfaceType NetParticleEvent::surfaceType = SurfaceType::Concrete |
| entt::entity NetParticleEvent::target = entt::null |
Entity that was hit (for damage accumulation).
| WeaponType NetParticleEvent::weaponType = WeaponType::Rifle |