Fixed bullet collisions.
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2 changed files with 6 additions and 6 deletions
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@ -27,7 +27,7 @@ const float Bullet::DEFAULT_SPEED = 500;
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*/
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Bullet::Bullet(const sf::Vector2f& position, Sprite& shooter, float direction,
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const Yaml& config) :
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Particle(config, Data(position, 0, CATEGORY_PARTICLE, CATEGORY_PARTICLE)),
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Particle(config, Data(position, 0, CATEGORY_PARTICLE, ~CATEGORY_PARTICLE)),
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mShooter(shooter),
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mDamage(config.get(KEY_DAMAGE, DEFAULT_DAMAGE)),
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mSpeed(config.get(KEY_SPEED, DEFAULT_SPEED)) {
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@ -41,13 +41,13 @@ Bullet::Bullet(const sf::Vector2f& position, Sprite& shooter, float direction,
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* @copydoc Physical::onCollide
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*/
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void
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Bullet::onCollide(Sprite& other) {
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Bullet::onCollide(std::shared_ptr<Sprite> other) {
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// Make sure we do not damage twice.
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if (!getDelete()) {
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// Call onShot on other, with damage as param.
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if (other.getCategory() == CATEGORY_ACTOR) {
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Character& a = dynamic_cast<Character&>(other);
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a.onDamage(mDamage);
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if (other->getCategory() == CATEGORY_ACTOR) {
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std::shared_ptr<Character> character = std::static_pointer_cast<Character>(other);
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character->onDamage(mDamage);
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}
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setDelete(true);
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}
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@ -25,7 +25,7 @@ public:
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Bullet(const sf::Vector2f& position, Sprite& shooter, float direction,
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const Yaml& config);
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void onCollide(Sprite& other);
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void onCollide(std::shared_ptr<Sprite> other);
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// Private variables.
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private:
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