DefenderWeapon and SidearmWeapon
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@@ -1,7 +1,6 @@
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#include "WeaponBehaviour.h"
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#include "Collision/Collision.h"
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#include "Core/EPlayerDamage.h"
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#include "Rendering/ESetCamera.h"
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class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
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{
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@@ -10,29 +9,24 @@ public:
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: System(systemParams)
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, WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree)
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, m_RandomEngine(m_RandomDevice())
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DefenderWeaponBehaviour::OnSetCamera);
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}
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{ }
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void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
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void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
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void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
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private:
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std::random_device m_RandomDevice;
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std::mt19937 m_RandomEngine;
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EntityWrapper m_CurrentCamera;
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EventRelay<DefenderWeaponBehaviour, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera& e);
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// Weapon functions
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void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi);
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void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
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bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
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// Utility
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float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
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Camera cameraFromEntity(EntityWrapper camera);
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};
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