Fixing some stuff related to attacks
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9d03b52c2a
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92929118d5
7 files changed
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@@ -330,6 +330,7 @@ void Character::update(int64_t deltaMs, const CharacterResolver& resolver) {
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state.currentState != AnimationState::DEATH_IDLE) {
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state.currentState = AnimationState::ACTION_TO_DEATH;
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state.resetAnim = true;
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state.attackTargetIndex = CharacterState::kNoTarget;
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}
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} else {
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if (state.battle_state == 1) {
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@@ -433,7 +434,7 @@ void Character::update(int64_t deltaMs, const CharacterResolver& resolver) {
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(state.currentState == AnimationState::ACTION_ATTACK ||
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state.currentState == AnimationState::ACTION_ATTACK_2)) {
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if (attackTarget != nullptr) {
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attackTarget->applyDamage(10.f, attackDirectionToTarget());
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attackTarget->applyDamage(10.f, attackDirectionToTarget(), index);
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if (audioPlayer) {
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if (state.isPlayer)
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@@ -1214,12 +1215,12 @@ void Character::setupHitSparks(std::shared_ptr<Texture> sparkTexture) {
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hitSparkEmitter.markConfigured();
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}
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void Character::applyDamage(float damageAmount, const Eigen::Vector3f& attackDirection) {
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void Character::applyDamage(float damageAmount, const Eigen::Vector3f& attackDirection, int attackerIndex) {
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std::cout << "Character::applyDamage" << std::endl;
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state.hp -= damageAmount;
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if (state.hp < 0) state.hp = 0;
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if (state.onHpChanged) state.onHpChanged(state.hp, state.initialHp);
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if (state.onHpChanged) state.onHpChanged(state.hp, state.initialHp, attackerIndex);
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if (!hitSparkEmitter.isConfigured()) return;
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