Cleanup de l'objet Bullet
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@@ -1,10 +1,9 @@
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#include "bullet.h"
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#include "world.h"
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Bullet::Bullet(Player& player) {
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m_startpos = m_currentpos = player.GetPOV() + player.GetDirection();
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m_velocity = player.GetDirection();
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}
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Bullet::Bullet(Vector3f pos, Vector3f dir) : m_startpos(pos), m_currentpos(pos), m_velocity(dir) {}
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Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_currentpos(pos), m_velocity(dir), m_tid(tid) {}
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Bullet::~Bullet() {}
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@@ -31,6 +30,10 @@ void Bullet::Transpose(int& x, int& z) {
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m_startpos.z -= z * CHUNK_SIZE_Z;
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}
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Vector3f& Bullet::getPos() {
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Vector3f Bullet::getPos() {
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return m_currentpos;
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}
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uint64_t Bullet::getTeamID(){
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return m_tid;
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}
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@@ -1,23 +1,26 @@
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#ifndef BULLET_H__
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#define BULLET_H__
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#include "player.h"
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#include "define.h"
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#include "vector3.h"
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class World;
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class Bullet {
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public:
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Bullet(Player& player);
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Bullet(Vector3f pos, Vector3f dir);
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Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
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~Bullet();
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bool Update(World* world, float elapsedtime);
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void Transpose(int& x, int& z);
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Vector3f& getPos();
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Vector3f getPos();
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uint64_t getTeamID();
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private:
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Vector3f m_startpos;
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Vector3f m_currentpos;
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Vector3f m_velocity;
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Vector3f m_startpos,
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m_currentpos,
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m_velocity;
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uint64_t m_tid = 0;
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};
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#endif // BULLET_H__
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