File : Ammo.hpp License: MIT Author : Elias Josué HAJJAR LLAUQUEN elias-josue.hajjar-llauquen@epitech...
WeaponKind
Types of player weapons.
@ Tracker
Weak auto-homing shots.
@ Classic
Default spam/charge laser.
@ Beam
Continuous beam 5s active, 5s cooldown.
@ Paddle
Melee reflector in front of ship.
Marks a projectile as a boomerang and stores state for return logic.
Component representing a weapon configuration.
int difficulty
Difficulty to use this weapon (1-5)
float beamCooldown
Beam cooldown time (Beam)
bool boomerangOut
Boomerang currently flying.
int maxAmmo
Max ammo (-1 = infinite)
bool isBoomerang
Projectile returns (Boomerang)
float beamActiveTime
Current beam activity timer.
int ammo
Current ammo (-1 = infinite)
float homingSteering
Steering factor for homing bullets.
float beamCooldownRemaining
Remaining cooldown for beam (runtime)
float beamDuration
Beam active time (Beam)
float fireRate
Shots per second (or cooldown)
bool beamActive
Is beam currently firing.
int damage
Damage per shot.
bool homing
Shots home to enemies (Tracker)
float lastShotTime
Time since last shot.
WeaponKind kind
Weapon type.
bool beamWasDouble
Was the beam started as double-fire.
float homingRange
Detection range for homing bullets.