Merge branch 'master' of github.com:teamfisk/TacticalZ
This commit is contained in:
@@ -36,6 +36,7 @@
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#include "Network/ESearchForServers.h"
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#include "Network/EInterpolate.h"
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#include "Network/SnapshotFilter.h"
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#include "Core/EWin.h"
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class Client : public Network
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{
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@@ -107,6 +108,7 @@ private:
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void parseAmmoPickup(Packet& packet);
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void parseRemoveWorld(Packet& packet);
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void parseKDEvent(Packet& packet);
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void parseWin(Packet& packet);
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void InterpolateFields(Packet& packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
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void parseSnapshot(Packet& packet);
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void identifyPacketLoss();
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@@ -25,6 +25,7 @@ enum class MessageType
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AmmoPickup,
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RemoveWorld,
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KD,
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Win,
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Invalid
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};
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@@ -81,6 +81,7 @@ private:
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void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
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float getDurationSeconds(Source* source);
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float getTimeOffsetSeconds(Source* source);
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void setTimeOffsetSeconds(Source* source, float timeOffset);
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// Specific logic
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void playSound(Source* source);
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@@ -176,6 +176,9 @@ void Client::parseMessageType(Packet& packet)
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case MessageType::KD:
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parseKDEvent(packet);
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break;
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case MessageType::Win:
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parseWin(packet);
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break;
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default:
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break;
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}
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@@ -376,6 +379,13 @@ void Client::parseKDEvent(Packet & packet)
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m_EventBroker->Publish(e);
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}
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void Client::parseWin(Packet& packet)
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{
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Events::Win e;
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e.TeamThatWon = packet.ReadPrimitive<int>();
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m_EventBroker->Publish(e);
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}
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void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID)
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{
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for (auto field : componentInfo.FieldsInOrder) {
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@@ -609,6 +609,9 @@ bool Server::OnWin(const Events::Win & e)
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{
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// Postpone the gameover reset
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m_GameIsOver = true;
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Packet winPacket = Packet(MessageType::Win);
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winPacket.WritePrimitive(e.TeamThatWon);
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reliableBroadcast(winPacket);
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return true;
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}
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@@ -75,7 +75,7 @@ void Renderer::InitializeWindow()
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//glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
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//glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
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glfwWindowHint(GLFW_DECORATED, false);
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glfwWindowHint(GLFW_AUTO_ICONIFY, false);
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//glfwWindowHint(GLFW_AUTO_ICONIFY, false);
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}
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//glfwWindowHint(GLFW_SAMPLES, 8);
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@@ -167,17 +167,21 @@ void Renderer::Draw(RenderFrame& frame)
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{
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GLERROR("PRE");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#ifdef DEBUG
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion\0Combined Scene Texture\0Full Blurred Texture");
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ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
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#endif
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if(m_CubeMapTexture == 0) {
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m_CubeMapPass->LoadTextures("Nevada");
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} else if (m_CubeMapTexture == 1) {
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m_CubeMapPass->LoadTextures("Sky");
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}
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#ifdef DEBUG
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ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
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ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
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ImGui::SliderInt("MSAA Level", (int*)&m_MSAA_Level, 0, 16);
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#endif
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m_SSAOPass->ChangeQuality(m_SSAO_Quality);
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m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
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m_DrawFinalPass->setMSAA(m_MSAA_Level);
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@@ -25,11 +25,13 @@ ShadowPass::~ShadowPass()
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void ShadowPass::DebugGUI()
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{
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#ifdef DEBUG
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ImGui::Checkbox("EnableShadows", &m_EnableShadows);
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ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
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ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f);
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ImGui::Checkbox("ShadowTransparentObjects", &m_TransparentObjects);
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ImGui::Checkbox("ShadowOnTextureAlphas", &m_TexturedShadows);
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#endif
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}
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void ShadowPass::InitializeCameras(RenderScene & scene)
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@@ -417,6 +417,14 @@ bool SoundManager::OnSetCamera(const Events::SetCamera& e)
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alSourcei(m_CurrentBGMCombo->ALsource, AL_LOOPING, 1);
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setGain(m_CurrentBGMCombo, 0);
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playSound(m_CurrentBGMCombo);
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} else if (m_World->HasComponent(e.CameraEntity.ID, "EndScreen")) {
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float timeOffset = getTimeOffsetSeconds(m_CurrentBGM);
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stopSound(m_CurrentBGM);
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m_CurrentBGM = createSource("Audio/BGM/Layer3.wav");
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m_CurrentBGM->Type = SoundType::BGM;
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alSourcei(m_CurrentBGM->ALsource, AL_LOOPING, 1);
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playSound(m_CurrentBGM);
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setTimeOffsetSeconds(m_CurrentBGM, timeOffset);
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}
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}
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@@ -477,6 +485,11 @@ float SoundManager::getTimeOffsetSeconds(Source* source)
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return time;
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}
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void SoundManager::setTimeOffsetSeconds(Source * source, float timeOffset)
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{
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alSourcef(source->ALsource, AL_SEC_OFFSET, timeOffset);
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}
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void SoundManager::initOpenAL()
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{
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// Initialize OpenAL
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@@ -202,12 +202,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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if (addSpeed > 0) {
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static float accel = 15.f;
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#ifdef DEBUG
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ImGui::InputFloat("accel", &accel);
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#endif
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static float airAccel = 0.5f;
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#ifdef DEBUG
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ImGui::InputFloat("airAccel", &airAccel);
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#endif
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float actualAccel = isOnGround ? accel : airAccel;
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static float surfaceFriction = 5.f;
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#ifdef DEBUG
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ImGui::InputFloat("surfaceFriction", &surfaceFriction);
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#endif
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float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction;
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//if doubleTapped do Assault Dash - but only boost maximum 50.0f
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float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
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@@ -220,7 +226,9 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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accelerationSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
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}
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velocity += accelerationSpeed * (glm::vec3)wishDirection;
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#ifdef DEBUG
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x(), velocity.y(), velocity.z(), glm::length((glm::vec3)velocity));
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#endif
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}
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if (isOnGround) {
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@@ -336,10 +344,14 @@ void PlayerMovementSystem::updateVelocity(EntityWrapper player, double dt)
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// Ground friction
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float speed = glm::length((glm::vec3)velocity);
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static float groundFriction = 7.f;
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#ifdef DEBUG
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ImGui::InputFloat("groundFriction", &groundFriction);
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#endif
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static float airFriction = 2.f;
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#ifdef DEBUG
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ImGui::InputFloat("airFriction", &airFriction);
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#endif
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float friction = isOnGround ? groundFriction : airFriction;
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if (speed > 0) {
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float drop = speed * friction * (float)dt;
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@@ -87,6 +87,9 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
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if (!e.Victim.Valid() || !e.Inflictor.Valid()) {
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return false;
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}
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if (e.Victim.ID != LocalPlayer.ID) {
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return false;
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}
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auto victimTeam = m_World->GetComponent(e.Victim.ID, "Team");
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auto inflictorTeam = m_World->GetComponent(e.Inflictor.ID, "Team");
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if ((int)victimTeam["Team"] == (int)inflictorTeam["Team"]) {
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@@ -14,7 +14,19 @@ void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
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// Start reloading automatically if at 0 mag ammo
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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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//OnReload(cWeapon, wi);
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// Send an input command instead of reloading immediately so the server
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// has a chance to catch up.
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if (IsClient) {
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Events::InputCommand e;
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e.Player = wi.Player;
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e.PlayerID = -1;
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e.Command = "Reload";
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e.Value = 1;
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m_EventBroker->Publish(e);
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e.Value = 0;
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m_EventBroker->Publish(e);
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}
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}
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// Only start reloading once we're done firing
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