generated from Persson-dev/Godot-Xmake
Collision of zombie body parts completed and different damage added depending on the body part hit
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55
src/BoneCollisionShape.cpp
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55
src/BoneCollisionShape.cpp
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#include "BoneCollisionShape.h"
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using namespace godot;
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namespace blitz {
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void BoneCollisionShape::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_head_damage"), &BoneCollisionShape::get_head_damage);
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ClassDB::bind_method(D_METHOD("set_head_damage", "m_HeadDamage"), &BoneCollisionShape::set_head_damage);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "m_HeadDamage"), "set_head_damage", "get_head_damage");
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ClassDB::bind_method(D_METHOD("get_body_damage"), &BoneCollisionShape::get_body_damage);
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ClassDB::bind_method(D_METHOD("set_body_damage", "m_BodyDamage"), &BoneCollisionShape::set_body_damage);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "m_BodyDamage"), "set_head_damage", "get_body_damage");
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ADD_SIGNAL(MethodInfo("a_ZombieHeadShotHit", PropertyInfo(Variant::INT, "dam")));
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ADD_SIGNAL(MethodInfo("a_ZombieBodyShotHit", PropertyInfo(Variant::INT, "dam")));
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ClassDB::bind_method(D_METHOD("headshot_hit"), &BoneCollisionShape::headshot_hit);
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ClassDB::bind_method(D_METHOD("bodyshot_hit"), &BoneCollisionShape::bodyshot_hit);
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}
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BoneCollisionShape::BoneCollisionShape() {}
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BoneCollisionShape::~BoneCollisionShape() {}
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void BoneCollisionShape::_ready() {}
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void BoneCollisionShape::set_head_damage(int a_D) {
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m_HeadDamage = a_D;
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}
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int BoneCollisionShape::get_head_damage() const {
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return m_HeadDamage;
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}
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void BoneCollisionShape::set_body_damage(int a_D) {
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m_BodyDamage = a_D;
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}
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int BoneCollisionShape::get_body_damage() const {
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return m_BodyDamage;
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}
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void BoneCollisionShape::headshot_hit() {
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ERR_PRINT("zombie headshot hit");
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emit_signal("a_ZombieHeadShotHit", m_HeadDamage);
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}
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void BoneCollisionShape::bodyshot_hit() {
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ERR_PRINT("zombie body hit");
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emit_signal("a_ZombieBodyShotHit", m_BodyDamage);
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}
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} // namespace blitz
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