Merge remote-tracking branch 'origin/master' into Sound
# Conflicts: # src/Game/Systems/PlayerSpawnSystem.cpp # src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp
This commit is contained in:
@@ -0,0 +1,8 @@
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#ifndef MiniDump_h__
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#define MiniDump_h__
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#include <Windows.h>
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void WINAPI Create_Dump(PEXCEPTION_POINTERS pException, BOOL File_Flag, BOOL Show_Flag);
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#endif
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#ifndef AmmunitionHUDSystem_h__
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#define AmmunitionHUDSystem_h__
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#include "../../Engine/Core/System.h"
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#include "../../Engine/GLM.h"
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class AmmunitionHUDSystem : public ImpureSystem
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{
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public:
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AmmunitionHUDSystem(SystemParams params)
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: System(params)
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{ }
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virtual void Update(double dt) override;
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};
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#endif
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@@ -3,13 +3,11 @@
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#include "../../Engine/Core/System.h"
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#include "../../Engine/GLM.h"
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#include "../../Engine/Rendering/ESetCamera.h"
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#include <imgui/imgui.h>
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class PlayerHUDSystem : public ImpureSystem
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class HealthHUDSystem : public ImpureSystem
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{
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public:
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PlayerHUDSystem(SystemParams params)
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HealthHUDSystem(SystemParams params)
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: System(params)
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{ }
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@@ -9,7 +9,8 @@
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#include "Core/EPlayerDamage.h"
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#include "Core/EPlayerHealthPickup.h"
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#include "Core/EPlayerDeath.h"
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#include "../Engine/Input/EInputCommand.h"
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#include "Core/ConfigFile.h"
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#include "Input/EInputCommand.h"
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#include <tuple>
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#include <vector>
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@@ -24,6 +25,8 @@ public:
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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bool m_NetworkEnabled;
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//methods which will take care of specific events
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EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
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@@ -34,7 +37,7 @@ private:
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//vector which will keep track of health changes
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std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
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};
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#endif
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@@ -0,0 +1,39 @@
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#ifndef KillFeedSystem_h__
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#define KillFeedSystem_h__
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#include "../../Engine/Core/System.h"
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#include "../../Engine/GLM.h"
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#include "Core/EPlayerDeath.h"
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class KillFeedSystem : public ImpureSystem
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{
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public:
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KillFeedSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDeath, &KillFeedSystem::OnPlayerDeath);
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}
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virtual void Update(double dt) override;
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private:
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EventRelay<KillFeedSystem, Events::PlayerDeath> m_EPlayerDeath;
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bool KillFeedSystem::OnPlayerDeath(Events::PlayerDeath& e);
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struct KillFeedInfo
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{
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std::string Content;
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glm::vec4 Color;
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float TimeToLive = 5.f;
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};
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std::list<KillFeedInfo> m_DeathQueue;
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};
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#endif
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@@ -1,6 +1,7 @@
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#include "Sound/EPlaySoundOnEntity.h"
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#include "Collision/Collision.h"
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#include "Rendering/AnimationSystem.h"
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#include "Core/ConfigFile.h"
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#include "WeaponBehaviour.h"
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#include "../SpawnerSystem.h"
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#include "Core/EPlayerDamage.h"
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@@ -20,11 +21,13 @@ public:
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private:
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EntityWrapper m_FirstPersonModel;
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EntityWrapper m_ThirdPersonModel;
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// State
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bool m_Firing = false;
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bool m_Reloading = false;
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double m_ReloadTimer = 0.0;
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EntityWrapper m_ReloadImpersonator;
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EntityWrapper m_FirstPersonReloadImpersonator;
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EntityWrapper m_ThirdPersonReloadImpersonator;
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double m_TimeSinceLastFire = 0.0;
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EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
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