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https://github.com/ddnet/ddnet.git
synced 2024-11-10 10:08:18 +00:00
move m_Ninja in Character Core
This commit is contained in:
parent
320e9e030f
commit
3957a7404e
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@ -54,6 +54,7 @@ class CHud : public CComponent
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void PreparePlayerStateQuads();
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void PreparePlayerStateQuads();
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void RenderPlayerState(const int ClientID);
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void RenderPlayerState(const int ClientID);
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void RenderNinjaBar(float x, float y, float Progress);
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void RenderGameTimer();
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void RenderGameTimer();
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void RenderPauseNotification();
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void RenderPauseNotification();
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@ -101,9 +102,12 @@ private:
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int m_FlagOffset;
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int m_FlagOffset;
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int m_AirjumpOffset;
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int m_AirjumpOffset;
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int m_AirjumpEmptyOffset;
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int m_AirjumpEmptyOffset;
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int m_WeaponHammerOffset;
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int m_WeaponGunOffset;
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int m_WeaponShotgunOffset;
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int m_WeaponShotgunOffset;
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int m_WeaponGrenadeOffset;
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int m_WeaponGrenadeOffset;
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int m_WeaponLaserOffset;
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int m_WeaponLaserOffset;
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int m_WeaponNinjaOffset;
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int m_EndlessJumpOffset;
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int m_EndlessJumpOffset;
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int m_EndlessHookOffset;
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int m_EndlessHookOffset;
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int m_JetpackOffset;
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int m_JetpackOffset;
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@ -119,10 +123,10 @@ private:
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int m_NoLaserHitOffset;
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int m_NoLaserHitOffset;
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int m_DummyHammerOffset;
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int m_DummyHammerOffset;
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int m_DummyCopyOffset;
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int m_DummyCopyOffset;
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// int m_FreezeBarFullLeftOffset;
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int m_NinjaBarFullLeftOffset;
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// int m_FreezeBarFullOffset;
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int m_NinjaBarFullOffset;
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// int m_FreezeBarEmptyOffset;
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int m_NinjaBarEmptyOffset;
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// int m_FreezeBarEmptyRightOffset;
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int m_NinjaBarEmptyRightOffset;
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};
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};
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#endif
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#endif
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@ -87,7 +87,7 @@ void CCharacter::HandleJetpack()
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void CCharacter::RemoveNinja()
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void CCharacter::RemoveNinja()
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{
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{
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m_Ninja.m_CurrentMoveTime = 0;
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m_Core.m_Ninja.m_CurrentMoveTime = 0;
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m_Core.m_aWeapons[WEAPON_NINJA].m_Got = false;
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m_Core.m_aWeapons[WEAPON_NINJA].m_Got = false;
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m_Core.m_ActiveWeapon = m_LastWeapon;
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m_Core.m_ActiveWeapon = m_LastWeapon;
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@ -99,7 +99,7 @@ void CCharacter::HandleNinja()
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if(m_Core.m_ActiveWeapon != WEAPON_NINJA)
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if(m_Core.m_ActiveWeapon != WEAPON_NINJA)
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return;
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return;
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if((GameWorld()->GameTick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * GameWorld()->GameTickSpeed() / 1000))
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if((GameWorld()->GameTick() - m_Core.m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * GameWorld()->GameTickSpeed() / 1000))
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{
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{
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// time's up, return
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// time's up, return
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RemoveNinja();
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RemoveNinja();
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@ -109,18 +109,18 @@ void CCharacter::HandleNinja()
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// force ninja Weapon
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// force ninja Weapon
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SetWeapon(WEAPON_NINJA);
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SetWeapon(WEAPON_NINJA);
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m_Ninja.m_CurrentMoveTime--;
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m_Core.m_Ninja.m_CurrentMoveTime--;
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if(m_Ninja.m_CurrentMoveTime == 0)
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if(m_Core.m_Ninja.m_CurrentMoveTime == 0)
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{
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{
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// reset velocity
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// reset velocity
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m_Core.m_Vel = m_Ninja.m_ActivationDir * m_Ninja.m_OldVelAmount;
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m_Core.m_Vel = m_Core.m_Ninja.m_ActivationDir * m_Core.m_Ninja.m_OldVelAmount;
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}
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}
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if(m_Ninja.m_CurrentMoveTime > 0)
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if(m_Core.m_Ninja.m_CurrentMoveTime > 0)
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{
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{
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// Set velocity
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// Set velocity
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m_Core.m_Vel = m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity;
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m_Core.m_Vel = m_Core.m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity;
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vec2 OldPos = m_Pos;
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vec2 OldPos = m_Pos;
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Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(m_ProximityRadius, m_ProximityRadius), 0.f);
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Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(m_ProximityRadius, m_ProximityRadius), 0.f);
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@ -445,9 +445,9 @@ void CCharacter::FireWeapon()
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// reset Hit objects
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// reset Hit objects
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m_NumObjectsHit = 0;
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m_NumObjectsHit = 0;
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m_Ninja.m_ActivationDir = Direction;
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m_Core.m_Ninja.m_ActivationDir = Direction;
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m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * GameWorld()->GameTickSpeed() / 1000;
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m_Core.m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * GameWorld()->GameTickSpeed() / 1000;
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m_Ninja.m_OldVelAmount = length(m_Core.m_Vel);
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m_Core.m_Ninja.m_OldVelAmount = length(m_Core.m_Vel);
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}
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}
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break;
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break;
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}
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}
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@ -482,7 +482,7 @@ void CCharacter::HandleWeapons()
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void CCharacter::GiveNinja()
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void CCharacter::GiveNinja()
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{
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{
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m_Ninja.m_ActivationTick = GameWorld()->GameTick();
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m_Core.m_Ninja.m_ActivationTick = GameWorld()->GameTick();
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m_Core.m_aWeapons[WEAPON_NINJA].m_Got = true;
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m_Core.m_aWeapons[WEAPON_NINJA].m_Got = true;
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if(!m_FreezeTime)
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if(!m_FreezeTime)
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m_Core.m_aWeapons[WEAPON_NINJA].m_Ammo = -1;
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m_Core.m_aWeapons[WEAPON_NINJA].m_Ammo = -1;
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@ -923,7 +923,7 @@ void CCharacter::DDRaceTick()
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if(m_FreezeTime > 0)
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if(m_FreezeTime > 0)
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m_FreezeTime--;
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m_FreezeTime--;
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else
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else
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m_Ninja.m_ActivationTick = GameWorld()->GameTick();
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m_Core.m_Ninja.m_ActivationTick = GameWorld()->GameTick();
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if(!m_CanMoveInFreeze)
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if(!m_CanMoveInFreeze)
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{
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{
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m_Input.m_Direction = 0;
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m_Input.m_Direction = 0;
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@ -1060,7 +1060,7 @@ CCharacter::CCharacter(CGameWorld *pGameWorld, int ID, CNetObj_Character *pChar,
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m_Core.Reset();
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m_Core.Reset();
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m_Core.Init(&GameWorld()->m_Core, GameWorld()->Collision(), GameWorld()->Teams());
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m_Core.Init(&GameWorld()->m_Core, GameWorld()->Collision(), GameWorld()->Teams());
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m_Core.m_Id = ID;
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m_Core.m_Id = ID;
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mem_zero(&m_Ninja, sizeof(m_Ninja));
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mem_zero(&m_Core.m_Ninja, sizeof(m_Core.m_Ninja));
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mem_zero(&m_SavedInput, sizeof(m_SavedInput));
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mem_zero(&m_SavedInput, sizeof(m_SavedInput));
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m_LatestInput = m_LatestPrevInput = m_PrevInput = m_Input = m_SavedInput;
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m_LatestInput = m_LatestPrevInput = m_PrevInput = m_Input = m_SavedInput;
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m_ProximityRadius = ms_PhysSize;
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m_ProximityRadius = ms_PhysSize;
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@ -116,9 +116,9 @@ public:
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void SetWeaponGot(int Type, bool Value) { m_Core.m_aWeapons[Type].m_Got = Value; }
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void SetWeaponGot(int Type, bool Value) { m_Core.m_aWeapons[Type].m_Got = Value; }
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int GetWeaponAmmo(int Type) { return m_Core.m_aWeapons[Type].m_Ammo; }
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int GetWeaponAmmo(int Type) { return m_Core.m_aWeapons[Type].m_Ammo; }
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void SetWeaponAmmo(int Type, int Value) { m_Core.m_aWeapons[Type].m_Ammo = Value; }
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void SetWeaponAmmo(int Type, int Value) { m_Core.m_aWeapons[Type].m_Ammo = Value; }
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void SetNinjaActivationDir(vec2 ActivationDir) { m_Ninja.m_ActivationDir = ActivationDir; }
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void SetNinjaActivationDir(vec2 ActivationDir) { m_Core.m_Ninja.m_ActivationDir = ActivationDir; }
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void SetNinjaActivationTick(int ActivationTick) { m_Ninja.m_ActivationTick = ActivationTick; }
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void SetNinjaActivationTick(int ActivationTick) { m_Core.m_Ninja.m_ActivationTick = ActivationTick; }
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void SetNinjaCurrentMoveTime(int CurrentMoveTime) { m_Ninja.m_CurrentMoveTime = CurrentMoveTime; }
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void SetNinjaCurrentMoveTime(int CurrentMoveTime) { m_Core.m_Ninja.m_CurrentMoveTime = CurrentMoveTime; }
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int GetCID() { return m_ID; }
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int GetCID() { return m_ID; }
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void SetInput(CNetObj_PlayerInput *pNewInput)
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void SetInput(CNetObj_PlayerInput *pNewInput)
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{
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{
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@ -170,15 +170,6 @@ private:
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int m_NumInputs;
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int m_NumInputs;
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// ninja
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struct NinjaStat
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{
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vec2 m_ActivationDir;
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int m_ActivationTick;
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int m_CurrentMoveTime;
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int m_OldVelAmount;
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} m_Ninja;
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// the player core for the physics
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// the player core for the physics
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CCharacterCore m_Core;
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CCharacterCore m_Core;
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@ -580,6 +580,7 @@ void CCharacterCore::ReadDDNet(const CNetObj_DDNetCharacter *pObjDDNet)
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m_aWeapons[WEAPON_SHOTGUN].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_SHOTGUN) != 0;
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m_aWeapons[WEAPON_SHOTGUN].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_SHOTGUN) != 0;
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m_aWeapons[WEAPON_GRENADE].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_GRENADE) != 0;
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m_aWeapons[WEAPON_GRENADE].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_GRENADE) != 0;
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m_aWeapons[WEAPON_LASER].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_LASER) != 0;
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m_aWeapons[WEAPON_LASER].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_LASER) != 0;
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m_aWeapons[WEAPON_NINJA].m_Got = (pObjDDNet->m_Flags & CHARACTERFLAG_WEAPON_NINJA) != 0;
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// Available jumps
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// Available jumps
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m_Jumps = pObjDDNet->m_Jumps;
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m_Jumps = pObjDDNet->m_Jumps;
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bool m_Got;
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bool m_Got;
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} m_aWeapons[NUM_WEAPONS];
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} m_aWeapons[NUM_WEAPONS];
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// ninja
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struct
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{
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vec2 m_ActivationDir;
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int m_ActivationTick;
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int m_CurrentMoveTime;
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int m_OldVelAmount;
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} m_Ninja;
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bool m_NewHook;
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bool m_NewHook;
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int m_Jumped;
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int m_Jumped;
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@ -185,14 +185,14 @@ void CCharacter::HandleNinja()
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if(m_Core.m_ActiveWeapon != WEAPON_NINJA)
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if(m_Core.m_ActiveWeapon != WEAPON_NINJA)
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return;
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return;
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if((Server()->Tick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000))
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if((Server()->Tick() - m_Core.m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000))
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{
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{
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// time's up, return
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// time's up, return
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RemoveNinja();
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RemoveNinja();
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return;
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return;
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}
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}
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int NinjaTime = m_Ninja.m_ActivationTick + (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000) - Server()->Tick();
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int NinjaTime = m_Core.m_Ninja.m_ActivationTick + (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000) - Server()->Tick();
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if(NinjaTime % Server()->TickSpeed() == 0 && NinjaTime / Server()->TickSpeed() <= 5)
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if(NinjaTime % Server()->TickSpeed() == 0 && NinjaTime / Server()->TickSpeed() <= 5)
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{
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{
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@ -204,18 +204,18 @@ void CCharacter::HandleNinja()
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// force ninja Weapon
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// force ninja Weapon
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SetWeapon(WEAPON_NINJA);
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SetWeapon(WEAPON_NINJA);
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m_Ninja.m_CurrentMoveTime--;
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m_Core.m_Ninja.m_CurrentMoveTime--;
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if(m_Ninja.m_CurrentMoveTime == 0)
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if(m_Core.m_Ninja.m_CurrentMoveTime == 0)
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{
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{
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// reset velocity
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// reset velocity
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m_Core.m_Vel = m_Ninja.m_ActivationDir * m_Ninja.m_OldVelAmount;
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m_Core.m_Vel = m_Core.m_Ninja.m_ActivationDir * m_Core.m_Ninja.m_OldVelAmount;
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}
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}
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if(m_Ninja.m_CurrentMoveTime > 0)
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if(m_Core.m_Ninja.m_CurrentMoveTime > 0)
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{
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{
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// Set velocity
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// Set velocity
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m_Core.m_Vel = m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity;
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m_Core.m_Vel = m_Core.m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity;
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vec2 OldPos = m_Pos;
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vec2 OldPos = m_Pos;
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GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(GetProximityRadius(), GetProximityRadius()), 0.f);
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GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(GetProximityRadius(), GetProximityRadius()), 0.f);
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@ -569,9 +569,9 @@ void CCharacter::FireWeapon()
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// reset Hit objects
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// reset Hit objects
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m_NumObjectsHit = 0;
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m_NumObjectsHit = 0;
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m_Ninja.m_ActivationDir = Direction;
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m_Core.m_Ninja.m_ActivationDir = Direction;
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m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000;
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m_Core.m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000;
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m_Ninja.m_OldVelAmount = length(m_Core.m_Vel);
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m_Core.m_Ninja.m_OldVelAmount = length(m_Core.m_Vel);
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GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
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GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
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}
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}
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@ -616,7 +616,7 @@ void CCharacter::HandleWeapons()
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void CCharacter::GiveNinja()
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void CCharacter::GiveNinja()
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{
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{
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m_Ninja.m_ActivationTick = Server()->Tick();
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m_Core.m_Ninja.m_ActivationTick = Server()->Tick();
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m_Core.m_aWeapons[WEAPON_NINJA].m_Got = true;
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m_Core.m_aWeapons[WEAPON_NINJA].m_Got = true;
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m_Core.m_aWeapons[WEAPON_NINJA].m_Ammo = -1;
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m_Core.m_aWeapons[WEAPON_NINJA].m_Ammo = -1;
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if(m_Core.m_ActiveWeapon != WEAPON_NINJA)
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if(m_Core.m_ActiveWeapon != WEAPON_NINJA)
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@ -629,7 +629,7 @@ void CCharacter::GiveNinja()
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void CCharacter::RemoveNinja()
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void CCharacter::RemoveNinja()
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{
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{
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m_Ninja.m_CurrentMoveTime = 0;
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m_Core.m_Ninja.m_CurrentMoveTime = 0;
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m_Core.m_aWeapons[WEAPON_NINJA].m_Got = false;
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m_Core.m_aWeapons[WEAPON_NINJA].m_Got = false;
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m_Core.m_ActiveWeapon = m_LastWeapon;
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m_Core.m_ActiveWeapon = m_LastWeapon;
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@ -856,7 +856,7 @@ void CCharacter::TickPaused()
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{
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{
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++m_AttackTick;
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++m_AttackTick;
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++m_DamageTakenTick;
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++m_DamageTakenTick;
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++m_Ninja.m_ActivationTick;
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++m_Core.m_Ninja.m_ActivationTick;
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++m_ReckoningTick;
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++m_ReckoningTick;
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if(m_LastAction != -1)
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if(m_LastAction != -1)
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++m_LastAction;
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++m_LastAction;
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@ -1147,7 +1147,7 @@ void CCharacter::SnapCharacter(int SnappingClient, int ID)
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if(m_FreezeTime > 0 || m_FreezeTime == -1 || m_DeepFreeze)
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if(m_FreezeTime > 0 || m_FreezeTime == -1 || m_DeepFreeze)
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pCharacter->m_AmmoCount = m_FreezeTick + g_Config.m_SvFreezeDelay * Server()->TickSpeed();
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pCharacter->m_AmmoCount = m_FreezeTick + g_Config.m_SvFreezeDelay * Server()->TickSpeed();
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else if(Weapon == WEAPON_NINJA)
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else if(Weapon == WEAPON_NINJA)
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pCharacter->m_AmmoCount = m_Ninja.m_ActivationTick + g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000;
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pCharacter->m_AmmoCount = m_Core.m_Ninja.m_ActivationTick + g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000;
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pCharacter->m_Health = Health;
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pCharacter->m_Health = Health;
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pCharacter->m_Armor = Armor;
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pCharacter->m_Armor = Armor;
|
||||||
|
@ -2075,7 +2075,7 @@ void CCharacter::DDRaceTick()
|
||||||
if(m_FreezeTime > 0)
|
if(m_FreezeTime > 0)
|
||||||
m_FreezeTime--;
|
m_FreezeTime--;
|
||||||
else
|
else
|
||||||
m_Ninja.m_ActivationTick = Server()->Tick();
|
m_Core.m_Ninja.m_ActivationTick = Server()->Tick();
|
||||||
m_Input.m_Direction = 0;
|
m_Input.m_Direction = 0;
|
||||||
m_Input.m_Jump = 0;
|
m_Input.m_Jump = 0;
|
||||||
m_Input.m_Hook = 0;
|
m_Input.m_Hook = 0;
|
||||||
|
|
|
@ -128,15 +128,6 @@ private:
|
||||||
int m_Health;
|
int m_Health;
|
||||||
int m_Armor;
|
int m_Armor;
|
||||||
|
|
||||||
// ninja
|
|
||||||
struct
|
|
||||||
{
|
|
||||||
vec2 m_ActivationDir;
|
|
||||||
int m_ActivationTick;
|
|
||||||
int m_CurrentMoveTime;
|
|
||||||
int m_OldVelAmount;
|
|
||||||
} m_Ninja;
|
|
||||||
|
|
||||||
// the player core for the physics
|
// the player core for the physics
|
||||||
CCharacterCore m_Core;
|
CCharacterCore m_Core;
|
||||||
CGameTeams *m_pTeams = nullptr;
|
CGameTeams *m_pTeams = nullptr;
|
||||||
|
@ -253,9 +244,9 @@ public:
|
||||||
int GetWeaponAmmo(int Type) { return m_Core.m_aWeapons[Type].m_Ammo; }
|
int GetWeaponAmmo(int Type) { return m_Core.m_aWeapons[Type].m_Ammo; }
|
||||||
void SetWeaponAmmo(int Type, int Value) { m_Core.m_aWeapons[Type].m_Ammo = Value; }
|
void SetWeaponAmmo(int Type, int Value) { m_Core.m_aWeapons[Type].m_Ammo = Value; }
|
||||||
bool IsAlive() { return m_Alive; }
|
bool IsAlive() { return m_Alive; }
|
||||||
void SetNinjaActivationDir(vec2 ActivationDir) { m_Ninja.m_ActivationDir = ActivationDir; }
|
void SetNinjaActivationDir(vec2 ActivationDir) { m_Core.m_Ninja.m_ActivationDir = ActivationDir; }
|
||||||
void SetNinjaActivationTick(int ActivationTick) { m_Ninja.m_ActivationTick = ActivationTick; }
|
void SetNinjaActivationTick(int ActivationTick) { m_Core.m_Ninja.m_ActivationTick = ActivationTick; }
|
||||||
void SetNinjaCurrentMoveTime(int CurrentMoveTime) { m_Ninja.m_CurrentMoveTime = CurrentMoveTime; }
|
void SetNinjaCurrentMoveTime(int CurrentMoveTime) { m_Core.m_Ninja.m_CurrentMoveTime = CurrentMoveTime; }
|
||||||
|
|
||||||
int GetLastAction() const { return m_LastAction; }
|
int GetLastAction() const { return m_LastAction; }
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue