Documentation ¶
Index ¶
- type GunUser
- type Gunner
- func (g *Gunner) GetBurstOfShots() *burst_of_shots.BurstOfShots
- func (g *Gunner) GetDamage(slotNumber int) int
- func (g *Gunner) GetFirePos(slotNumber int) *position.Positions
- func (g *Gunner) GetGunRotate(slotNumber int) float64
- func (g *Gunner) GetGunRotateSpeed(slotNumber int) int
- func (g *Gunner) GetMapHeight() float64
- func (g *Gunner) GetMaxDamage(slotNumber int) int
- func (g *Gunner) GetMinDamage(slotNumber int) int
- func (g *Gunner) GetRotate() float64
- func (g *Gunner) GetTeamID() int
- func (g *Gunner) GetWeaponAccuracy(slotNumber int) int
- func (g *Gunner) GetWeaponFirePos(slotNumber int) []*position.Positions
- func (g *Gunner) GetWeaponFirePosOne(slotNumber, position int) *position.Positions
- func (g *Gunner) GetWeaponMaxRange(lvlMap float64, slotNumber int, realBallistic bool) (int, float64)
- func (g *Gunner) GetWeaponMinRange(lvlMap float64, slotNumber int) (int, float64)
- func (g *Gunner) GetWeaponPosInMap(slotNumber int) (int, int)
- func (g *Gunner) GetWeaponReloadAmmoTime(slotNumber int) int
- func (g *Gunner) GetWeaponReloadTime(slotNumber int) int
- func (g *Gunner) GetWeaponSlot(slotNumber int) *body.WeaponSlot
- func (g *Gunner) GetWeaponTarget() *target.Target
- func (g *Gunner) GetX() int
- func (g *Gunner) GetY() int
- func (g *Gunner) RangeWeaponSlots() map[int]*body.WeaponSlot
- func (g *Gunner) SetGunRotate(angle float64, slotNumber int)
- func (g *Gunner) SetWeaponTarget(target *target.Target)
- func (g *Gunner) UnsafeRangeVisibleObjects() ([]*visible_objects.VisibleObject, *sync.RWMutex)
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type GunUser ¶
type GunUser interface { GetWeaponSlot(slotNumber int) *body.WeaponSlot RangeWeaponSlots() map[int]*body.WeaponSlot GetMapHeight() float64 GetRotate() float64 GetX() int GetY() int GetScale() int GetWeaponTarget() *target.Target SetWeaponTarget(target *target.Target) GetBurstOfShots() *burst_of_shots.BurstOfShots GetTeamID() int UnsafeRangeVisibleObjects() ([]*visible_objects.VisibleObject, *sync.RWMutex) }
type Gunner ¶
type Gunner struct {
GunUser GunUser
}
func (*Gunner) GetBurstOfShots ¶
func (g *Gunner) GetBurstOfShots() *burst_of_shots.BurstOfShots
func (*Gunner) GetGunRotate ¶
func (*Gunner) GetGunRotateSpeed ¶
func (*Gunner) GetMapHeight ¶
func (*Gunner) GetMaxDamage ¶
func (*Gunner) GetMinDamage ¶
func (*Gunner) GetWeaponAccuracy ¶
func (*Gunner) GetWeaponFirePos ¶
func (*Gunner) GetWeaponFirePosOne ¶
func (*Gunner) GetWeaponMaxRange ¶
func (*Gunner) GetWeaponMinRange ¶
func (*Gunner) GetWeaponReloadAmmoTime ¶
func (*Gunner) GetWeaponReloadTime ¶
func (*Gunner) GetWeaponSlot ¶
func (g *Gunner) GetWeaponSlot(slotNumber int) *body.WeaponSlot
func (*Gunner) GetWeaponTarget ¶
func (*Gunner) RangeWeaponSlots ¶
func (g *Gunner) RangeWeaponSlots() map[int]*body.WeaponSlot
func (*Gunner) SetGunRotate ¶
func (*Gunner) SetWeaponTarget ¶
func (*Gunner) UnsafeRangeVisibleObjects ¶
func (g *Gunner) UnsafeRangeVisibleObjects() ([]*visible_objects.VisibleObject, *sync.RWMutex)
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