Documentation ¶
Index ¶
- func AccuracyWeapon(attackUnit *unit.Unit, bullet *unit.Bullet)
- func CheckFireToTarget(attackUnit *unit.Unit, mp *_map.Map, target *unit.Target) bool
- func CollisionDamage(typeTarget string, idTarget int, bullet *unit.Bullet, mp *_map.Map)
- func CollisionWeaponRangeCollision(attackUnit *unit.Unit, mp *_map.Map, target *unit.Target) bool
- func DamageTarget(typeTarget string, idTarget int, mp *_map.Map, damage, equipDamage int)
- func Explosion(bullet *unit.Bullet, mp *_map.Map)
- func Fire(user *player.Player, attackUnit *unit.Unit) ([]*unit.Bullet, bool)
- func GetXYTarget(user *player.Player, tUnit *unit.Unit, target *unit.Target) bool
- func GetXYTarget2(user *player.Player, target *unit.Target, mp *_map.Map) bool
- func GetZAndSpeedBullet(bullet *unit.Bullet, startDist, currentDist, startSpeed float64) float64
- func ReloadGun(reloadUnit *unit.Unit)
- func RotateGunToBody(rotateGunUnit *unit.Unit, time int) (*unit.PathUnit, int)
- func RotateGunToTarget(rotateGunUnit *unit.Unit, targetX, targetY int, time int) (*unit.PathUnit, int)
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func CheckFireToTarget ¶
func CollisionDamage ¶
func DamageTarget ¶
func GetXYTarget ¶
TODO
func GetZAndSpeedBullet ¶
func RotateGunToBody ¶
Types ¶
This section is empty.
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