WIP Defender tracers
This commit is contained in:
+1
-1
Submodule assets updated: 85d96f6f3d...298641b1af
@@ -32,6 +32,7 @@ private:
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// Weapon functions
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// Weapon functions
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void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi);
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void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi);
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void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, const std::vector<glm::vec2>& pattern);
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void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, const std::vector<glm::vec2>& pattern);
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void spawnTracers(ComponentWrapper cWeapon, WeaponInfo& wi, std::vector<glm::vec2> pattern);
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bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
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bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
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// Utility
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// Utility
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@@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd">
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<DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd">
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<Slot><Primary/></Slot>
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<Slot><Primary/></Slot>
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<MagazineAmmo>8</MagazineAmmo>
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<MagazineAmmo>9999</MagazineAmmo>
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<MagazineSize>8</MagazineSize>
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<MagazineSize>8</MagazineSize>
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<Ammo>64</Ammo>
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<Ammo>64</Ammo>
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<MaxAmmo>64</MaxAmmo>
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<MaxAmmo>64</MaxAmmo>
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@@ -0,0 +1,94 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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<c:Transform/>
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</Components>
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<Children>
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<Entity name="RayBlue">
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<Components>
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<c:Transform>
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<Orientation X="0" Y="0.174532995" Z="0"/>
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<Scale X="0" Y="1" Z="100"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Sprite>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
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<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="-0.5"/>
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<Orientation X="0" Y="-1.57099998" Z="0"/>
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<Scale X="1" Y="0.0260000005" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Sprite>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
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<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="-0.5"/>
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<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
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<Scale X="1" Y="0.0260000005" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity name="RayBlue">
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<Components>
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<c:Transform>
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<Scale X="0" Y="1" Z="100"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Sprite>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
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<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="-0.5"/>
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<Orientation X="0" Y="-1.57099998" Z="0"/>
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<Scale X="1" Y="0.0260000005" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Sprite>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
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<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="-0.5"/>
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<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
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<Scale X="1" Y="0.0260000005" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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@@ -3,7 +3,7 @@
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<Components>
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<Components>
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<c:Lifetime>
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<c:Lifetime>
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<Lifetime>1</Lifetime>
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<Lifetime>10</Lifetime>
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</c:Lifetime>
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</c:Lifetime>
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<c:ExplosionEffect>
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<c:ExplosionEffect>
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<Velocity X="2" Y="2.30000019" Z="0"/>
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<Velocity X="2" Y="2.30000019" Z="0"/>
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@@ -103,7 +103,7 @@
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<Color A="1" B="1" G="0.254901975" R="0"/>
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<Color A="1" B="1" G="0.254901975" R="0"/>
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</c:Model>
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</c:Model>
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<c:Transform>
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<c:Transform>
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<Position X="-0.600000024" Y="0" Z="0"/>
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<Position X="0.800000012" Y="0" Z="0"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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<Children/>
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<Children/>
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@@ -116,7 +116,7 @@
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<Color A="1" B="1" G="0.254901975" R="0"/>
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<Color A="1" B="1" G="0.254901975" R="0"/>
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</c:Model>
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</c:Model>
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<c:Transform>
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<c:Transform>
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<Position X="0.800000012" Y="0" Z="0"/>
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<Position X="-0.600000024" Y="0" Z="0.549540162"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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<Children/>
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<Children/>
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@@ -157,14 +157,106 @@
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<Resource>Models/Weapons/Blue/DefenderWeaponBlue.mesh</Resource>
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<Resource>Models/Weapons/Blue/DefenderWeaponBlue.mesh</Resource>
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</c:Model>
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</c:Model>
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<c:Transform>
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<c:Transform>
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<Position X="0.00681143999" Y="-0.204994932" Z="-0.209244296"/>
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<Orientation X="0" Y="-0" Z="0"/>
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<Orientation X="-0.581807375" Y="0.562133908" Z="-0.0719003305"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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<Children/>
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<Children/>
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</Entity>
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</Entity>
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</Children>
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</Children>
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</Entity>
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</Entity>
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<Entity>
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||||||
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<Components>
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<c:Transform>
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||||||
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<Position X="0.870232701" Y="0.640069604" Z="4.07769537"/>
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<Orientation X="0" Y="4.71238565" Z="0"/>
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||||||
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</c:Transform>
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||||||
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</Components>
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<Children>
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||||||
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<Entity name="RayBlue">
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||||||
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<Components>
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||||||
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<c:Transform>
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||||||
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<Orientation X="0" Y="0.174532995" Z="0"/>
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||||||
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<Scale X="0" Y="1" Z="100"/>
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</c:Transform>
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</Components>
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<Children>
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||||||
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<Entity>
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||||||
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<Components>
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||||||
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<c:Sprite>
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||||||
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<Model>Models/Core/UnitQuad.mesh</Model>
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||||||
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<GlowMap></GlowMap>
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||||||
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<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
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||||||
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<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
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||||||
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</c:Sprite>
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||||||
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<c:Transform>
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||||||
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<Position X="0" Y="0" Z="-0.5"/>
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||||||
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<Orientation X="0" Y="-1.57099998" Z="0"/>
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||||||
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<Scale X="1" Y="0.0260000005" Z="0"/>
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||||||
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</c:Transform>
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||||||
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</Components>
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||||||
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<Children/>
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||||||
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</Entity>
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||||||
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<Entity>
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||||||
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<Components>
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||||||
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<c:Sprite>
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||||||
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<Model>Models/Core/UnitQuad.mesh</Model>
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||||||
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<GlowMap></GlowMap>
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||||||
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<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
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||||||
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<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
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||||||
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</c:Sprite>
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||||||
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<c:Transform>
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||||||
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<Position X="0" Y="0" Z="-0.5"/>
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||||||
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<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
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||||||
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<Scale X="1" Y="0.0260000005" Z="0"/>
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||||||
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</c:Transform>
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||||||
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</Components>
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||||||
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<Children/>
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||||||
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</Entity>
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||||||
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</Children>
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||||||
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</Entity>
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||||||
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<Entity name="RayBlue">
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||||||
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<Components>
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||||||
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<c:Transform>
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||||||
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<Scale X="0" Y="1" Z="100"/>
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||||||
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</c:Transform>
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||||||
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</Components>
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||||||
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<Children>
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||||||
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<Entity>
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||||||
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<Components>
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||||||
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<c:Sprite>
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||||||
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<Model>Models/Core/UnitQuad.mesh</Model>
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||||||
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<GlowMap></GlowMap>
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||||||
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<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
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||||||
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<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
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||||||
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</c:Sprite>
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||||||
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<c:Transform>
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||||||
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<Position X="0" Y="0" Z="-0.5"/>
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||||||
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<Orientation X="0" Y="-1.57099998" Z="0"/>
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||||||
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<Scale X="1" Y="0.0260000005" Z="0"/>
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||||||
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</c:Transform>
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||||||
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</Components>
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||||||
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<Children/>
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||||||
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</Entity>
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||||||
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<Entity>
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||||||
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<Components>
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||||||
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<c:Sprite>
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||||||
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<Model>Models/Core/UnitQuad.mesh</Model>
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||||||
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<GlowMap></GlowMap>
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||||||
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<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
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||||||
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<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
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||||||
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</c:Sprite>
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||||||
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<c:Transform>
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||||||
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<Position X="0" Y="0" Z="-0.5"/>
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||||||
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<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
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||||||
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<Scale X="1" Y="0.0260000005" Z="0"/>
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||||||
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</c:Transform>
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||||||
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</Components>
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||||||
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<Children/>
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||||||
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</Entity>
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||||||
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</Children>
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||||||
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</Entity>
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||||||
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</Children>
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||||||
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</Entity>
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</Children>
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</Children>
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||||||
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||||||
</Entity>
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</Entity>
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||||||
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|||||||
@@ -3,7 +3,7 @@
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<Components>
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<Components>
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<c:Lifetime>
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<c:Lifetime>
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<Lifetime>0.10000000149011612</Lifetime>
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<Lifetime>10</Lifetime>
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</c:Lifetime>
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</c:Lifetime>
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<c:Transform>
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<c:Transform>
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<Scale X="0" Y="1" Z="1"/>
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<Scale X="0" Y="1" Z="1"/>
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@@ -27,7 +27,7 @@ void EntityWrapper::AttachComponent(const char* componentName)
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EntityWrapper EntityWrapper::Parent()
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EntityWrapper EntityWrapper::Parent()
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{
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{
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if (this->World == nullptr || this->ID == EntityID_Invalid) {
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if (!Valid()) {
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return EntityWrapper::Invalid;
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return EntityWrapper::Invalid;
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} else {
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} else {
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return EntityWrapper(this->World, this->World->GetParent(this->ID));
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return EntityWrapper(this->World, this->World->GetParent(this->ID));
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@@ -36,6 +36,10 @@ EntityWrapper EntityWrapper::Parent()
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EntityWrapper EntityWrapper::FirstParentByName(const std::string& parentEntityName)
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EntityWrapper EntityWrapper::FirstParentByName(const std::string& parentEntityName)
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{
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{
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if (!Valid()) {
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return EntityWrapper::Invalid;
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}
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EntityWrapper entity = *this;
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EntityWrapper entity = *this;
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while (entity.Parent().Valid()) {
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while (entity.Parent().Valid()) {
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entity = entity.Parent();
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entity = entity.Parent();
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@@ -48,6 +52,10 @@ EntityWrapper EntityWrapper::FirstParentByName(const std::string& parentEntityNa
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EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
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EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
|
||||||
{
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{
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if (!Valid()) {
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return EntityWrapper::Invalid;
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}
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|
||||||
return firstChildByNameRecursive(name, this->ID);
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return firstChildByNameRecursive(name, this->ID);
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}
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}
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@@ -78,6 +86,10 @@ EntityWrapper EntityWrapper::FirstLevelChildByName(const std::string& name)
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|||||||
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EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& componentType)
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EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& componentType)
|
||||||
{
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{
|
||||||
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if (!Valid()) {
|
||||||
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return EntityWrapper::Invalid;
|
||||||
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}
|
||||||
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|
||||||
EntityWrapper entity = *this;
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EntityWrapper entity = *this;
|
||||||
while (entity.Parent().Valid()) {
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while (entity.Parent().Valid()) {
|
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entity = entity.Parent();
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entity = entity.Parent();
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||||||
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|||||||
@@ -213,46 +213,27 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
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|||||||
// Deal damage (clientside)
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// Deal damage (clientside)
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||||||
dealDamage(cWeapon, wi, pattern);
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dealDamage(cWeapon, wi, pattern);
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||||||
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|
||||||
// View punch
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// Spawn tracers
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||||||
if (IsClient) {
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spawnTracers(cWeapon, wi, pattern);
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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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|
||||||
float viewPunch = cWeapon["ViewPunch"];
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|
||||||
float maxTravelAngle = cWeapon["MaxTravelAngle"];
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|
||||||
float& currentTravel = cWeapon["CurrentTravel"];
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|
||||||
if (currentTravel < maxTravelAngle) {
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|
||||||
float change = viewPunch;
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|
||||||
if (currentTravel + change > maxTravelAngle) {
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|
||||||
change = maxTravelAngle - currentTravel;
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|
||||||
}
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|
||||||
cameraOrientation.x += change;
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|
||||||
currentTravel += change;
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|
||||||
}
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|
||||||
}
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|
||||||
}
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|
||||||
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|
||||||
// Tracers
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// View punch
|
||||||
/* EntityWrapper weaponModelEntity;
|
//if (IsClient) {
|
||||||
if (wi.Player == LocalPlayer) {
|
// EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||||
weaponModelEntity = wi.FirstPersonEntity;
|
// if (camera.Valid()) {
|
||||||
} else {
|
// glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
|
||||||
weaponModelEntity = wi.ThirdPersonEntity;
|
// float viewPunch = cWeapon["ViewPunch"];
|
||||||
}
|
// float maxTravelAngle = cWeapon["MaxTravelAngle"];
|
||||||
if (weaponModelEntity.Valid()) {
|
// float& currentTravel = cWeapon["CurrentTravel"];
|
||||||
EntityWrapper spawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
|
// if (currentTravel < maxTravelAngle) {
|
||||||
for (auto& angles : pelletAngles) {
|
// float change = viewPunch;
|
||||||
glm::vec3 direction = Transform::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);
|
// if (currentTravel + change > maxTravelAngle) {
|
||||||
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), direction);
|
// change = maxTravelAngle - currentTravel;
|
||||||
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
|
// }
|
||||||
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
|
// cameraOrientation.x += change;
|
||||||
glm::vec3& orientation = ray["Transform"]["Orientation"];
|
// currentTravel += change;
|
||||||
orientation.x += angles.x;
|
// }
|
||||||
orientation.y += angles.y;
|
// }
|
||||||
glm::vec3 trajectory = direction * distance;
|
//}
|
||||||
dealDamage(cWeapon, wi, direction, pelletDamage);
|
|
||||||
}
|
|
||||||
}*/
|
|
||||||
|
|
||||||
// Play animation
|
// Play animation
|
||||||
playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire");
|
playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire");
|
||||||
@@ -264,6 +245,34 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
|
|||||||
m_EventBroker->Publish(e);
|
m_EventBroker->Publish(e);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void DefenderWeaponBehaviour::spawnTracers(ComponentWrapper cWeapon, WeaponInfo& wi, std::vector<glm::vec2> pattern)
|
||||||
|
{
|
||||||
|
EntityWrapper muzzle = getRelevantWeaponEntity(wi).FirstChildByName("WeaponMuzzle");
|
||||||
|
if (!muzzle.Valid()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
float spreadAngle = glm::radians((float)cWeapon["SpreadAngle"]);
|
||||||
|
|
||||||
|
for (auto& pellet : pattern) {
|
||||||
|
glm::quat pelletRotation = glm::quat(Transform::AbsoluteOrientationEuler(wi.Player.FirstChildByName("Camera"))) * glm::quat(glm::vec3(pellet.y, pellet.x, 0) * spreadAngle);
|
||||||
|
glm::vec3 origin = Transform::AbsolutePosition(wi.Player.FirstChildByName("Camera"));
|
||||||
|
glm::vec3 direction = pelletRotation * glm::vec3(0, 0, -1);
|
||||||
|
float distance = traceRayDistance(origin, direction);
|
||||||
|
EntityWrapper ray = SpawnerSystem::Spawn(muzzle);
|
||||||
|
if (ray.Valid()) {
|
||||||
|
ComponentWrapper cTransform = ray["Transform"];
|
||||||
|
glm::vec3& position = cTransform["Position"];
|
||||||
|
glm::vec3& orientation = cTransform["Orientation"];
|
||||||
|
glm::vec3& scale = cTransform["Scale"];
|
||||||
|
|
||||||
|
position = Transform::AbsolutePosition(wi.Player.FirstChildByName("Camera"));
|
||||||
|
orientation = glm::eulerAngles(pelletRotation);
|
||||||
|
scale.z = distance;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, const std::vector<glm::vec2>& pattern)
|
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, const std::vector<glm::vec2>& pattern)
|
||||||
{
|
{
|
||||||
// Only deal damage client side
|
// Only deal damage client side
|
||||||
@@ -284,13 +293,21 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
|
|||||||
// Convert the spread angle to screen coordinates, taking FOV into account
|
// Convert the spread angle to screen coordinates, taking FOV into account
|
||||||
Rectangle res = m_Renderer->GetViewportSize();
|
Rectangle res = m_Renderer->GetViewportSize();
|
||||||
float spreadAngle = glm::radians((float)cWeapon["SpreadAngle"]);
|
float spreadAngle = glm::radians((float)cWeapon["SpreadAngle"]);
|
||||||
float nearClip = glm::radians((double)m_CurrentCamera["Camera"]["NearClip"]);
|
float nearClip = (double)m_CurrentCamera["Camera"]["NearClip"];
|
||||||
|
float farClip = (double)m_CurrentCamera["Camera"]["FarClip"];
|
||||||
float yFOV = glm::radians((double)m_CurrentCamera["Camera"]["FOV"]);
|
float yFOV = glm::radians((double)m_CurrentCamera["Camera"]["FOV"]);
|
||||||
|
//float yRefFOV = glm::radians(59.f);
|
||||||
|
//float yRef = glm::tan(yRefFOV) * nearClip;
|
||||||
|
//float yRatio = yRef / (glm::tan(yFOV) * nearClip);
|
||||||
|
//float yMax = (yRatio / 2.f) * spreadAngle * (res.Height / 2.f);
|
||||||
float yRefFOV = glm::radians(59.f);
|
float yRefFOV = glm::radians(59.f);
|
||||||
float yRef = glm::tan(yRefFOV) * nearClip;
|
float yRef = glm::tan(yRefFOV) * nearClip;
|
||||||
float yRatio = yRef / (glm::tan(yFOV) * nearClip);
|
float yRatio = yRef / (glm::tan(yFOV) * nearClip);
|
||||||
float yMax = (yRatio / 2.f) * spreadAngle * (res.Height / 2.f);
|
float yMax = yRatio * (glm::tan(spreadAngle) * farClip);
|
||||||
|
|
||||||
|
LOG_DEBUG("Ratio: %f", yRatio);
|
||||||
|
LOG_DEBUG("fatClip: %f", farClip);
|
||||||
|
LOG_DEBUG("yMax: %f", yMax);
|
||||||
double pelletDamage = (double)cWeapon["BaseDamage"] / pattern.size();
|
double pelletDamage = (double)cWeapon["BaseDamage"] / pattern.size();
|
||||||
|
|
||||||
// Pick!
|
// Pick!
|
||||||
|
|||||||
Reference in New Issue
Block a user