Added shotgun/auto shotgun, removed Particle/Emitter.
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db662808c2
commit
6923092c3b
7 changed files with 97 additions and 32 deletions
13
resources/yaml/auto_shotgun.yaml
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13
resources/yaml/auto_shotgun.yaml
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@ -0,0 +1,13 @@
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name: Automatic Shotgun
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bullet: bullet.yaml
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projectile_speed: 750
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damage: 2
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pellets: 6
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pellet_spread: 2.0
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fire_interval: 400
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reload_time: 2000
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reload_single: false
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automatic: true
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magazine_size: 6
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max_total_ammo: 60
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@ -5,5 +5,5 @@ health: 100
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speed: 100
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radius: 25
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size: [50, 50]
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weapon: rifle.yaml
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weapon: shotgun.yaml
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faction: 0
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13
resources/yaml/shotgun.yaml
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13
resources/yaml/shotgun.yaml
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name: Shotgun
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bullet: bullet.yaml
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projectile_speed: 750
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damage: 5
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pellets: 6
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pellet_spread: 2.0
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fire_interval: 800
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reload_time: 500
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reload_single: true
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automatic: false
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magazine_size: 6
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max_total_ammo: 60
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@ -23,7 +23,7 @@
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Bullet::Bullet(const sf::Vector2f& position, Character& shooter,
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sf::Vector2f direction, const Yaml& config, float speed,
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float damage) :
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Particle(position, CATEGORY_PARTICLE, ~CATEGORY_PARTICLE,
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Circle(position, CATEGORY_PARTICLE, ~CATEGORY_PARTICLE,
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config, thor::rotatedVector(direction, -90.0f)),
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mShooter(shooter),
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mDamage(damage),
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@ -8,7 +8,7 @@
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#ifndef DG_BULLET_H_
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#define DG_BULLET_H_
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#include "../particle/Particle.h"
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#include "../abstract/Circle.h"
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class Character;
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class Yaml;
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@ -16,7 +16,7 @@ class Yaml;
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/**
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* Bullet particle fired by a weapon, may damage actors.
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*/
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class Bullet : public Particle {
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class Bullet : public Circle {
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public:
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explicit Bullet(const sf::Vector2f& position, Character& shooter,
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sf::Vector2f direction, const Yaml& config, float speed,
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@ -14,19 +14,22 @@
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#include "../util/Yaml.h"
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Weapon::Weapon(World& world, Character& holder, const Yaml& config) :
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Emitter(world),
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mWorld(world),
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mHolder(holder),
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mProjectile(config.get("bullet", std::string("bullet.yaml"))),
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mDamage(config.get("damage", 0)),
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mProjectileSpeed(config.get("projectile_speed", 0.0f)),
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mFireInterval(config.get("fire_interval", 0)),
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mReloadTime(config.get("reload_time", 0)),
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mFire(false),
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mFiring(false),
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mAutomatic(config.get("automatic", false)),
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mMagazineSize(config.get("magazine_size", 0)),
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mMagazineAmmo(mMagazineSize),
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mMaxTotalAmmo(config.get("max_total_ammo", 0)),
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mTotalAmmo(mMaxTotalAmmo) {
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mTotalAmmo(mMaxTotalAmmo),
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mPellets(config.get("pellets", 1)),
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mPelletSpread(config.get("pellet_spread", 0.0f)),
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mReloadSingle(config.get("reload_single", false)) {
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}
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/**
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@ -34,7 +37,7 @@ Weapon::Weapon(World& world, Character& holder, const Yaml& config) :
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*/
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void
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Weapon::pullTrigger() {
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mFire = true;
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mFiring = true;
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}
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/**
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@ -42,7 +45,7 @@ Weapon::pullTrigger() {
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*/
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void
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Weapon::releaseTrigger() {
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mFire = false;
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mFiring = false;
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}
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/**
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@ -54,18 +57,31 @@ void
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Weapon::onThink(int elapsed) {
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if (!mTimer.isExpired())
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return;
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if (mIsReloading) {
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if (!mReloadSingle) {
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mMagazineAmmo = (mTotalAmmo >= mMagazineSize)
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? mMagazineSize
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: mTotalAmmo;
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mTotalAmmo -= mMagazineAmmo;
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mIsReloading = false;
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}
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else if (mTotalAmmo > 0) {
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mMagazineAmmo++;
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mTotalAmmo--;
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if (mMagazineAmmo == mMagazineSize)
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mIsReloading = false;
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else
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reload();
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}
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else
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mIsReloading = false;
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}
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if (mFire && mMagazineAmmo != 0) {
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emit();
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if (mFiring && mMagazineAmmo != 0) {
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fire();
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if (!mAutomatic)
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mFire = false;
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mFiring = false;
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}
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if (mMagazineAmmo == 0 && mTotalAmmo != 0)
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@ -75,17 +91,17 @@ Weapon::onThink(int elapsed) {
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/**
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* Creates and fires a projectile.
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*/
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std::shared_ptr<Sprite>
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Weapon::createParticle() {
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void
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Weapon::fire() {
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mTimer.restart(sf::milliseconds(mFireInterval));
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mMagazineAmmo--;
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// Minus to account for positive y-axis going downwards in SFML.
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sf::Vector2f offset(0, - mHolder.getRadius());
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thor::rotate(offset, thor::polarAngle(mHolder.getDirection()));
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return std::shared_ptr<Sprite>(new Bullet(mHolder.getPosition() + offset,
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mHolder, mHolder.getDirection(), mProjectile, mProjectileSpeed,
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mDamage));
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if (mPellets == 0) insertProjectile(0.0f);
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else
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for (int i = - mPellets / 2; i < mPellets / 2; i++) {
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insertProjectile(i * mPelletSpread);
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}
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}
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int
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@ -100,6 +116,25 @@ Weapon::getTotalAmmo() const {
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void
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Weapon::reload() {
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if (mMagazineAmmo == mMagazineSize)
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return;
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mIsReloading = true;
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mTimer.restart(sf::milliseconds(mReloadTime));
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}
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/**
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* Creates a new projectile and inserts it into the world.
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*
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* @param angle Inaccuracy of the projectile, 0 is straight forward.
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*/
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void
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Weapon::insertProjectile(float angle) {
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// Minus to account for positive y-axis going downwards in SFML.
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sf::Vector2f offset(0, - mHolder.getRadius());
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thor::rotate(offset, thor::polarAngle(mHolder.getDirection()));
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sf::Vector2f direction(thor::rotatedVector(mHolder.getDirection(), angle));
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std::shared_ptr<Sprite> projectile(new Bullet(mHolder.getPosition() + offset,
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mHolder, direction, mProjectile, mProjectileSpeed,
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mDamage));
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mWorld.insert(projectile);
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}
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@ -14,7 +14,6 @@
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#include <Thor/Time.hpp>
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#include "../particle/Emitter.h"
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#include "../util/Yaml.h"
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class Character;
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@ -27,7 +26,7 @@ class Yaml;
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* - pass enum value and load mapped xml
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* - pass xml filename
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*/
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class Weapon : public Emitter {
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class Weapon {
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public:
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explicit Weapon(World& world, Character& holder, const Yaml& config);
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int getTotalAmmo() const;
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void reload();
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protected:
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std::shared_ptr<Sprite> createParticle();
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private:
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void fire();
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void insertProjectile(float angle);
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private:
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World& mWorld;
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Character& mHolder;
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thor::Timer mTimer;
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@ -50,13 +51,16 @@ private:
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const float mProjectileSpeed;
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const int mFireInterval;
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const int mReloadTime;
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bool mFire;
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bool mAutomatic;
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bool mFiring;
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const bool mAutomatic;
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const int mMagazineSize;
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int mMagazineAmmo;
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const int mMaxTotalAmmo;
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int mTotalAmmo;
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bool mIsReloading = false;
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const int mPellets;
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const float mPelletSpread;
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const bool mReloadSingle;
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};
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