openspades/Sources/Client/GunCasing.h
yvt 7c3a39e639
Modernize
- Replaced raw pointers with references or smart pointers. Nullable
  references are represented by `stmp::optional<const T&>`. (There are
  many raw pointers still remaining. They should be replaced at some
  point.)
- Added class template specializations `stmp::optional<T &>` and
  `stmp::optional<const T&>`.
- Fixed `stmp::optional`'s various behaviors
- `World::{players, playerPersistents}` are now `std::array`.
- More uses of `stmp::optional` to clarify the semantics
- Renamed `PlayerThrownGrenade` to `PlayerThrewGrenade`
- Replaced old-style `for` loops with range based ones
- Deleted `Player`'s default constructors and `operator =`
- Deleted `TCGameMode`'s default constructor and `operator =`
- Deleted `CTFGameMode`'s default constructor and `operator =`
- Replaced `static_cast` with `dynamic_cast` for down-casting
- `RefCountedObject::operator*()` no longer requires non-constness to
  return `T &`.
- Replaced the uses of `std::vector::operator[]` with `std::vector::at`
  for bounds checking.
- Made some methods of `GameMap` `const`.
- Added some null checks.
2019-07-17 00:31:00 +09:00

58 lines
1.4 KiB
C++

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "ILocalEntity.h"
#include "IModel.h"
#include <Core/Math.h>
namespace spades {
namespace client {
class IRenderer;
class Client;
class IAudioChunk;
class GunCasing : public ILocalEntity {
Client *client;
IRenderer *renderer;
IModel *model;
Matrix4 matrix;
Vector3 rotAxis;
Vector3 vel;
IAudioChunk *dropSound;
IAudioChunk *waterSound;
bool onGround;
IntVector3 groundPos;
float groundTime;
float rotSpeed;
public:
// TODO: Replace pointers with references
GunCasing(Client *client, IModel *model, IAudioChunk *dropSound,
IAudioChunk *waterSound, Vector3 pos, Vector3 dir, Vector3 flyDir);
~GunCasing();
bool Update(float dt) override;
void Render3D() override;
};
}
}