Merge fixes
This commit is contained in:
@@ -2,7 +2,7 @@
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void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
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{
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double& fireCooldown = cWeapon["FireCooldown"];
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Field<double> fireCooldown = cWeapon["FireCooldown"];
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fireCooldown = glm::max(0.0, fireCooldown - dt);
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WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
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@@ -11,27 +11,27 @@ void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWr
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void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
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{
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// Decrement reload timer
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double& reloadTimer = cWeapon["ReloadTimer"];
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Field<double> reloadTimer = cWeapon["ReloadTimer"];
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reloadTimer = glm::max(0.0, reloadTimer - dt);
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// Start reloading automatically if at 0 mag ammo
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int& magAmmo = cWeapon["MagazineAmmo"];
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Field<int> magAmmo = cWeapon["MagazineAmmo"];
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if (m_ConfigAutoReload && magAmmo <= 0) {
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OnReload(cWeapon, wi);
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}
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// Handle reloading
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bool& isReloading = cWeapon["IsReloading"];
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Field<bool> isReloading = cWeapon["IsReloading"];
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if (isReloading && reloadTimer <= 0.0) {
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double reloadTime = cWeapon["ReloadTime"];
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int& magSize = cWeapon["MagazineSize"];
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int& ammo = cWeapon["Ammo"];
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Field<int> magSize = cWeapon["MagazineSize"];
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Field<int> ammo = cWeapon["Ammo"];
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if (magAmmo < magSize && ammo > 0) {
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ammo -= 1;
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magAmmo += 1;
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reloadTimer = reloadTime;
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Events::PlaySoundOnEntity e;
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e.EmitterID = wi.Player.ID;
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e.Emitter = wi.Player;
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e.FilePath = "Audio/weapon/Zoom.wav";
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m_EventBroker->Publish(e);
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} else {
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@@ -52,15 +52,15 @@ void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
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// Restore view angle
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if (IsClient) {
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float& currentTravel = cWeapon["CurrentTravel"];
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float& returnSpeed = cWeapon["ViewReturnSpeed"];
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Field<float> currentTravel = cWeapon["CurrentTravel"];
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Field<float> returnSpeed = cWeapon["ViewReturnSpeed"];
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if (currentTravel > 0) {
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float change = returnSpeed * dt;
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currentTravel = glm::max(0.f, currentTravel - change);
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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if (camera.Valid()) {
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glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
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cameraOrientation.x -= change;
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Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
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cameraOrientation.x(cameraOrientation.x() - change);
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}
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}
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}
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@@ -86,23 +86,23 @@ void DefenderWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, Weapo
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void DefenderWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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bool& isReloading = cWeapon["IsReloading"];
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Field<bool> isReloading = cWeapon["IsReloading"];
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if (isReloading) {
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return;
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}
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int& magAmmo = cWeapon["MagazineAmmo"];
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int& magSize = cWeapon["MagazineSize"];
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Field<int> magAmmo = cWeapon["MagazineAmmo"];
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Field<int> magSize = cWeapon["MagazineSize"];
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if (magAmmo >= magSize) {
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return;
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}
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int& ammo = cWeapon["Ammo"];
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Field<int> ammo = cWeapon["Ammo"];
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if (ammo <= 0) {
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return;
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}
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double reloadTime = cWeapon["ReloadTime"];
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double& reloadTimer = cWeapon["ReloadTimer"];
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Field<double> reloadTimer = cWeapon["ReloadTimer"];
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// Start reload
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isReloading = true;
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@@ -155,7 +155,7 @@ bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInf
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if(wi.Player.Valid()) {
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if(wi.Player.HasComponent("ShieldAbility")) {
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(bool&)wi.Player["ShieldAbility"]["Active"] = true;
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(Field<double>)wi.Player["ShieldAbility"]["Active"] = true;
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}
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}
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@@ -223,7 +223,7 @@ bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInf
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if (wi.Player.Valid()) {
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if (wi.Player.HasComponent("ShieldAbility")) {
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(bool&)wi.Player["ShieldAbility"]["Active"] = false;
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(Field<bool>)wi.Player["ShieldAbility"]["Active"] = false;
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}
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}
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@@ -285,11 +285,11 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
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cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
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// Stop reloading
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bool& isReloading = cWeapon["IsReloading"];
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Field<double> isReloading = cWeapon["IsReloading"];
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isReloading = false;
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// Ammo
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int& magAmmo = cWeapon["MagazineAmmo"];
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Field<int> magAmmo = cWeapon["MagazineAmmo"];
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if (magAmmo <= 0) {
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return;
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} else {
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@@ -347,7 +347,7 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
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// Sound
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Events::PlaySoundOnEntity e;
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e.EmitterID = wi.Player.ID;
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e.Emitter = wi.Player;
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e.FilePath = "Audio/weapon/Blast.wav";
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m_EventBroker->Publish(e);
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}
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@@ -367,8 +367,8 @@ void DefenderWeaponBehaviour::spawnTracers(ComponentWrapper cWeapon, WeaponInfo&
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float spreadAngle = glm::radians((float)cWeapon["SpreadAngle"]);
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for (auto& pellet : pattern) {
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glm::quat pelletRotation = glm::quat(Transform::AbsoluteOrientationEuler(camera)) * glm::quat(glm::vec3(pellet.y, pellet.x, 0) * spreadAngle);
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glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
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glm::quat pelletRotation = glm::quat(TransformSystem::AbsoluteOrientationEuler(camera)) * glm::quat(glm::vec3(pellet.y, pellet.x, 0) * spreadAngle);
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glm::vec3 cameraPosition = TransformSystem::AbsolutePosition(camera);
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glm::vec3 direction = pelletRotation * glm::vec3(0, 0, -1);
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float distance;
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@@ -378,12 +378,12 @@ void DefenderWeaponBehaviour::spawnTracers(ComponentWrapper cWeapon, WeaponInfo&
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EntityWrapper ray = SpawnerSystem::Spawn(muzzle);
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if (ray.Valid()) {
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ComponentWrapper cTransform = ray["Transform"];
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glm::vec3& rayOrigin = cTransform["Position"];
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glm::vec3& rayOrientation = cTransform["Orientation"];
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glm::vec3& rayScale = cTransform["Scale"];
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Field<glm::vec3> rayOrigin = cTransform["Position"];
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Field<glm::vec3> rayOrientation = cTransform["Orientation"];
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Field<glm::vec3> rayScale = cTransform["Scale"];
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glm::vec3 muzzlePosition = Transform::AbsolutePosition(muzzle);
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glm::quat muzzleOrientation = Transform::AbsoluteOrientation(muzzle);
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glm::vec3 muzzlePosition = TransformSystem::AbsolutePosition(muzzle);
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glm::quat muzzleOrientation = TransformSystem::AbsoluteOrientation(muzzle);
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rayOrigin = muzzlePosition;
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@@ -393,7 +393,7 @@ void DefenderWeaponBehaviour::spawnTracers(ComponentWrapper cWeapon, WeaponInfo&
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float yaw = std::atan2(lookVector.x, lookVector.z);
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glm::quat orientation = glm::quat(glm::vec3(pitch, yaw, 0));
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rayOrientation = glm::eulerAngles(orientation);
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rayScale.z = glm::length(muzzleToHit);
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rayScale.z(glm::length(muzzleToHit));
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}
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}
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}
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