DefenderWeapon and SidearmWeapon
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@@ -14,7 +14,7 @@ void SidearmWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWra
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void SidearmWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
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{
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if (canFire(cWeapon)) {
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if ((bool)cWeapon["Automatic"] && canFire(cWeapon)) {
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fireBullet(cWeapon, wi);
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}
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}
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@@ -32,6 +32,11 @@ void SidearmWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, Weapon
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cWeapon["TriggerHeld"] = false;
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}
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void SidearmWeaponBehaviour::OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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cWeapon["FireCooldown"] = (double)cWeapon["EquipTime"];
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}
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void SidearmWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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// Make sure the trigger is released if weapon is holstered while firing
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@@ -46,7 +51,23 @@ void SidearmWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
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void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
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// Get weapon model based on current person
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EntityWrapper weaponModelEntity = getRelevantWeaponModelEntity(wi);
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if (!weaponModelEntity.Valid()) {
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return;
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}
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// Tracer
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EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
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if (tracerSpawner.Valid()) {
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glm::vec3 origin = Transform::AbsolutePosition(tracerSpawner);
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glm::vec3 direction = Transform::AbsoluteOrientation(tracerSpawner) * glm::vec3(0, 0, -1);
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float distance = traceRayDistance(origin, direction);
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EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner);
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((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
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}
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}
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bool SidearmWeaponBehaviour::canFire(ComponentWrapper cWeapon)
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