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@ -57,7 +57,7 @@ void FrameEvent::AddShot(Human* hum)
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}
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}
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}
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}
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void FrameEvent::AddBullet(Human* hum, a8::Vec2 born_pos, a8::Vec2 dir, float fly_distance)
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void FrameEvent::AddBullet(Human* hum, a8::Vec2 born_pos, a8::Vec2 dir, float fly_distance, int hit_time)
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{
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{
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{
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{
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auto& tuple = a8::FastAppend(bullets_);
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auto& tuple = a8::FastAppend(bullets_);
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@ -74,6 +74,9 @@ void FrameEvent::AddBullet(Human* hum, a8::Vec2 born_pos, a8::Vec2 dir, float fl
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p.set_gun_id(hum->curr_weapon->meta->i->id());
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p.set_gun_id(hum->curr_weapon->meta->i->id());
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p.set_gun_lv(hum->curr_weapon->weapon_lv);
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p.set_gun_lv(hum->curr_weapon->weapon_lv);
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p.set_fly_distance(fly_distance);
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p.set_fly_distance(fly_distance);
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if (hit_time != 0) {
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p.set_hit_time(hit_time);
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}
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}
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}
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{
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{
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int bullet_idx = bullets_.size() - 1;
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int bullet_idx = bullets_.size() - 1;
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@ -15,7 +15,7 @@ public:
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void AddAirDrop(int appear_time, int box_id, a8::Vec2 box_pos);
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void AddAirDrop(int appear_time, int box_id, a8::Vec2 box_pos);
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void AddEmote(Human* hum, int emote_id);
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void AddEmote(Human* hum, int emote_id);
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void AddShot(Human* hum);
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void AddShot(Human* hum);
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void AddBullet(Human* hum, a8::Vec2 born_pos, a8::Vec2 dir, float fly_distance);
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void AddBullet(Human* hum, a8::Vec2 born_pos, a8::Vec2 dir, float fly_distance, int hit_time);
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void AddExplosion(int item_id, a8::Vec2 bomb_pos, int effect);
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void AddExplosion(int item_id, a8::Vec2 bomb_pos, int effect);
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void AddSmoke(Bullet* bullet, int item_id, a8::Vec2 pos);
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void AddSmoke(Bullet* bullet, int item_id, a8::Vec2 pos);
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void AddDead(Human* hum);
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void AddDead(Human* hum);
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@ -236,7 +236,8 @@ void Human::DirectShot(MetaData::Equip* bullet_meta)
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}
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}
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}
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}
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bullet_dir.Rotate(bullet_angle / 180.0f);
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bullet_dir.Rotate(bullet_angle / 180.0f);
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room->frame_event.AddBullet(this, bullet_born_pos, attack_dir, fly_distance);
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int hit_time = 0;
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room->frame_event.AddBullet(this, bullet_born_pos, attack_dir, fly_distance, hit_time);
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if (room->BattleStarted()) {
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if (room->BattleStarted()) {
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room->CreateBullet(this, bullet_meta, bullet_born_pos, bullet_dir, fly_distance);
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room->CreateBullet(this, bullet_meta, bullet_born_pos, bullet_dir, fly_distance);
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}
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}
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