booldead=false;//When marked as dead it wil be removed by the next frame.
booldead=false;//When marked as dead it wil be removed by the next frame.
boolsimulated=false;//A simulated bullet cannot interact / damage things in the world. It's simply used for simulating the trajectory and potential path of the bullet
boolsimulated=false;//A simulated bullet cannot interact / damage things in the world. It's simply used for simulating the trajectory and potential path of the bullet
floatiframeTimerOnHit{0.f};
floatiframeTimerOnHit{0.f};
boolplayerAutoAttackProjectile=false;//Set to true for bullets that are auto attack projectiles to identify them.
protected:
protected:
floatdrawOffsetY{};
floatdrawOffsetY{};
bool_PlayerHit(Player*player);
bool_PlayerHit(Player*player);
@ -100,4 +101,7 @@ public:
constfloatGetZ()const;
constfloatGetZ()const;
Bullet&SetIframeTimeOnHit(floatiframeTimer);
Bullet&SetIframeTimeOnHit(floatiframeTimer);
Bullet&SetFadeinTime(floatfadeInTime);
Bullet&SetFadeinTime(floatfadeInTime);
Bullet&SetIsPlayerAutoAttackProjectile();//Enables the playerAutoAttackProjectile flag.