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:
+7
-2
@@ -18,12 +18,15 @@
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#include "Game/Systems/DamageIndicatorSystem.h"
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#include "Game/Systems/Weapon/WeaponSystem.h"
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#include "Rendering/AnimationSystem.h"
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#include "Game/Systems/PlayerHUDSystem.h"
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#include "Game/Systems/HealthHUDSystem.h"
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#include "Rendering/BoneAttachmentSystem.h"
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#include "Game/Systems/LifetimeSystem.h"
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#include "../Engine/Core/UniformScaleSystem.h"
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#include "Rendering/AnimationSystem.h"
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#include "Network/MultiplayerSnapshotFilter.h"
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#include "Game/Systems/AmmunitionHUDSystem.h"
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#include "Game/Systems/KillFeedSystem.h"
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Game::Game(int argc, char* argv[])
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{
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@@ -127,6 +130,8 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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@@ -134,8 +139,8 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerHUDSystem>(updateOrderLevel);
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// Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
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@@ -0,0 +1,110 @@
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/*
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Author: Vladimir Sedach.
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Purpose: demo of Call Stack creation by our own means,
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and with MiniDumpWriteDump() function of DbgHelp.dll.
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*/
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#include <iostream>
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#include <ctime>
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#include <windows.h>
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#include <tlhelp32.h>
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//#include "dbghelp.h"
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//#define DEBUG_DPRINTF 1 //allow d()
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//#include "wfun.h"
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#pragma optimize("y", off) //generate stack frame pointers for all functions - same as /Oy- in the project
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#pragma warning(disable: 4200) //nonstandard extension used : zero-sized array in struct/union
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#pragma warning(disable: 4100) //unreferenced formal parameter
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// In case you don't have dbghelp.h.
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#ifndef _DBGHELP_
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typedef struct _MINIDUMP_EXCEPTION_INFORMATION {
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DWORD ThreadId;
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PEXCEPTION_POINTERS ExceptionPointers;
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BOOL ClientPointers;
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} MINIDUMP_EXCEPTION_INFORMATION, *PMINIDUMP_EXCEPTION_INFORMATION;
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typedef enum _MINIDUMP_TYPE {
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MiniDumpNormal = 0x00000000,
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MiniDumpWithDataSegs = 0x00000001,
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} MINIDUMP_TYPE;
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typedef BOOL (WINAPI * MINIDUMP_WRITE_DUMP)(
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IN HANDLE hProcess,
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IN DWORD ProcessId,
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IN HANDLE hFile,
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IN MINIDUMP_TYPE DumpType,
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IN CONST PMINIDUMP_EXCEPTION_INFORMATION ExceptionParam, OPTIONAL
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IN PVOID UserStreamParam, OPTIONAL
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IN PVOID CallbackParam OPTIONAL
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);
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#else
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typedef BOOL (WINAPI * MINIDUMP_WRITE_DUMP)(
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IN HANDLE hProcess,
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IN DWORD ProcessId,
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IN HANDLE hFile,
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IN MINIDUMP_TYPE DumpType,
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IN CONST PMINIDUMP_EXCEPTION_INFORMATION ExceptionParam, OPTIONAL
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IN PMINIDUMP_USER_STREAM_INFORMATION UserStreamParam, OPTIONAL
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IN PMINIDUMP_CALLBACK_INFORMATION CallbackParam OPTIONAL
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);
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#endif //#ifndef _DBGHELP_
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HMODULE hDbgHelp;
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MINIDUMP_WRITE_DUMP MiniDumpWriteDump_;
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// Tool Help functions.
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typedef HANDLE (WINAPI * CREATE_TOOL_HELP32_SNAPSHOT)(DWORD dwFlags, DWORD th32ProcessID);
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//*************************************************************************************
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void WINAPI Create_Dump(PEXCEPTION_POINTERS pException, BOOL File_Flag, BOOL Show_Flag)
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//*************************************************************************************
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// Create dump.
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// pException can be either GetExceptionInformation() or NULL.
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// If File_Flag = TRUE - write dump files (.dmz and .dmp) with the name of the current process.
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// If Show_Flag = TRUE - show message with Get_Exception_Info() dump.
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{
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// Try to get MiniDumpWriteDump() address.
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hDbgHelp = LoadLibrary("DBGHELP.DLL");
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MiniDumpWriteDump_ = (MINIDUMP_WRITE_DUMP)GetProcAddress(hDbgHelp, "MiniDumpWriteDump");
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// If MiniDumpWriteDump() of DbgHelp.dll available.
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if (MiniDumpWriteDump_)
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{
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HANDLE hDump_File;
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CHAR Dump_Path[MAX_PATH];
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GetModuleFileName(NULL, Dump_Path, sizeof(Dump_Path)); //path of current process
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std::time_t t = std::time(NULL);
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char tStr[16];
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std::strftime(tStr, 32, " %a %H-%M-%S", std::localtime(&t));
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std::string time(tStr);
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std::string path(Dump_Path);
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path = path.substr(0, path.length() - 4);
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path += time + ".dmp";
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MINIDUMP_EXCEPTION_INFORMATION M;
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M.ThreadId = GetCurrentThreadId();
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M.ExceptionPointers = pException;
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M.ClientPointers = 0;
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hDump_File = CreateFile(path.c_str(), GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
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MiniDumpWriteDump_(GetCurrentProcess(), GetCurrentProcessId(), hDump_File,
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MiniDumpNormal, (pException) ? &M : NULL, NULL, NULL);
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CloseHandle(hDump_File);
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std::cout << "Memory dumped to: \"" << path.c_str() << "\"";
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MessageBox(NULL, ("Application crashed, memory dumped to: " + path).c_str(), "MiniDump", MB_ICONHAND | MB_OK);
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} else {
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MessageBox(NULL, "Application crashed, memory dump failed.", "MiniDump", MB_ICONHAND | MB_OK);
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}
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}
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@@ -9,7 +9,15 @@ MultiplayerSnapshotFilter::MultiplayerSnapshotFilter(EventBroker* eventBroker)
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bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComponentWrapper& component)
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{
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if (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) {
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return false;
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if (
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component.Info.Name == "Transform"
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|| component.Info.Name == "Physics"
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|| component.Info.Name == "AssaultWeapon"
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|| component.Info.Name == "Animation"
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|| component.Info.Name == "AnimationOffset"
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) {
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return false;
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}
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}
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if (component.Info.Name == "Physics") {
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@@ -0,0 +1,36 @@
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#include "Game/Systems/AmmunitionHUDSystem.h"
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void AmmunitionHUDSystem::Update(double dt)
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{
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//Hud element for tracking ammunition from parent with AssaultWeapon component.Child with the name "MagazineAmmo" tracks clip ammunition.Child with the name "Ammo" tracks ammo.</xs:documentation>
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auto ammunitionHUDs = m_World->GetComponents("AmmunitionHUD");
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if (ammunitionHUDs == nullptr) {
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return;
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}
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for (auto& ammunitionHUDComponent : *ammunitionHUDs) {
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EntityWrapper entity = EntityWrapper(m_World, ammunitionHUDComponent.EntityID);
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EntityWrapper playerEntity = entity.FirstParentWithComponent("AssaultWeapon");
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if (!playerEntity.Valid()) {
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return;
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}
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EntityWrapper magazineAmmo = entity.FirstChildByName("MagazineAmmo");
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if(magazineAmmo.Valid()) {
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if(magazineAmmo.HasComponent("Text")) {
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(std::string&)magazineAmmo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["MagazineAmmo"]);
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}
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}
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EntityWrapper ammo = entity.FirstChildByName("Ammo");
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if (ammo.Valid()) {
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if (ammo.HasComponent("Text")) {
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(std::string&)ammo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["Ammo"]);
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}
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}
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}
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}
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@@ -20,6 +20,10 @@ void CapturePointHUDSystem::Update(double dt)
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return;
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}
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if(!CapturePointHUDElements) {
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return;
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}
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for (auto& cCapturePointHUD : *CapturePointHUDElements) {
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int HUD_ID = cCapturePointHUD["CapturePointNumber"];
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EntityWrapper entityHUD = EntityWrapper(m_World, cCapturePointHUD.EntityID);
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@@ -6,15 +6,21 @@ CapturePointSystem::CapturePointSystem(SystemParams params)
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, PureSystem("CapturePoint")
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{
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//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
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EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
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if (IsClient) {
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
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EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
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}
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}
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//here all capturepoints will update their component
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//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
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void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
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{
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if (!IsClient) {
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return;
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}
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if (m_WinnerWasFound) {
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return;
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}
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@@ -18,12 +18,15 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
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return false;
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}
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if (e.Victim != LocalPlayer) {
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//if (e.Victim != LocalPlayer) {
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// return false;
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//}
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if (e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
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return false;
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}
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if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
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return false;
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return false;
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}
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//grab players direction
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@@ -1,6 +1,6 @@
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#include "Game/Systems/PlayerHUDSystem.h"
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#include "Game/Systems/HealthHUDSystem.h"
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void PlayerHUDSystem::Update(double dt)
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void HealthHUDSystem::Update(double dt)
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{
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auto healthHUDs = m_World->GetComponents("HealthHUD");
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if (healthHUDs == nullptr) {
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@@ -27,13 +27,13 @@ void PlayerHUDSystem::Update(double dt)
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s = s + "/";
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s = s + std::to_string((int)(double)entityIDParent["Health"]["MaxHealth"]);
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float healthPercentage = (double)entityIDParent["Health"]["Health"]/(double)entityIDParent["Health"]["MaxHealth"];
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(glm::vec4&)entity["Text"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, 1.f);
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//(glm::vec4&)entity["Text"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, glm::vec4(entity["Text"]["Color"]).a);
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entity["Text"]["Content"] = s;
|
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}
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|
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if(entity.HasComponent("Fill")) {
|
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float healthPercentage = (double)entityIDParent["Health"]["Health"]/(double)entityIDParent["Health"]["MaxHealth"];
|
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(glm::vec4&)entity["Fill"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, 0.f);
|
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(glm::vec4&)entity["Fill"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, glm::vec4(entity["Fill"]["Color"]).a);
|
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(double&)entity["Fill"]["Percentage"] = healthPercentage;
|
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|
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}
|
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@@ -8,25 +8,30 @@ HealthSystem::HealthSystem(SystemParams params)
|
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &HealthSystem::OnPlayerDamaged);
|
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &HealthSystem::OnPlayerHealthPickup);
|
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EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &HealthSystem::OnInputCommand);
|
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m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
|
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}
|
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|
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void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
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void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cHealth, double dt)
|
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{
|
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double& health = cHealth["Health"];
|
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if (health <= 0.0) {
|
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Events::PlayerDeath ePlayerDeath;
|
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ePlayerDeath.Player = entity;
|
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m_EventBroker->Publish(ePlayerDeath);
|
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//Note: we will delete the entity in PlayerDeathSystem
|
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}
|
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}
|
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|
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
|
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{
|
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if (!IsServer && m_NetworkEnabled) {
|
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return false;
|
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}
|
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|
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ComponentWrapper cHealth = e.Victim["Health"];
|
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double& health = cHealth["Health"];
|
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health -= e.Damage;
|
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|
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if (health <= 0.0) {
|
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Events::PlayerDeath ePlayerDeath;
|
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ePlayerDeath.Player = e.Victim;
|
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m_EventBroker->Publish(ePlayerDeath);
|
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//Note: we will delete the entity in PlayerDeathSystem
|
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}
|
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|
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return true;
|
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}
|
||||
|
||||
|
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@@ -0,0 +1,80 @@
|
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#include "Game/Systems/KillFeedSystem.h"
|
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|
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void KillFeedSystem::Update(double dt)
|
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{
|
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auto killFeeds = m_World->GetComponents("KillFeed");
|
||||
if (killFeeds == nullptr) {
|
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return;
|
||||
}
|
||||
|
||||
for (auto& killFeedComponent : *killFeeds) {
|
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EntityWrapper entity = EntityWrapper(m_World, killFeedComponent.EntityID);
|
||||
|
||||
for (int i = 1; i <= 3; i++) {
|
||||
EntityWrapper child = entity.FirstChildByName("KillFeed" + std::to_string(i));
|
||||
if (child.HasComponent("Text")) {
|
||||
(std::string&)child["Text"]["Content"] = "";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
int feedIndex = 1;
|
||||
for (auto it = m_DeathQueue.begin(); it != m_DeathQueue.end(); ) {
|
||||
bool remove = false;
|
||||
|
||||
EntityWrapper child = entity.FirstChildByName("KillFeed" + std::to_string(feedIndex));
|
||||
|
||||
if (child.HasComponent("Text")) {
|
||||
(std::string&)child["Text"]["Content"] = (*it).Content;
|
||||
(glm::vec4&)child["Text"]["Color"] = (*it).Color;
|
||||
|
||||
(*it).TimeToLive -= dt;
|
||||
|
||||
if ((*it).TimeToLive <= 0.f) {
|
||||
(std::string&)child["Text"]["Content"] = "";
|
||||
(glm::vec4&)child["Text"]["Color"] = (*it).Color;
|
||||
remove = true;
|
||||
}
|
||||
}
|
||||
feedIndex++;
|
||||
if(feedIndex > 3) {
|
||||
break;
|
||||
}
|
||||
|
||||
if(remove) {
|
||||
it = m_DeathQueue.erase(it);
|
||||
} else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool KillFeedSystem::OnPlayerDeath(Events::PlayerDeath& e)
|
||||
{
|
||||
KillFeedInfo kfInfo;
|
||||
|
||||
if (e.Player.HasComponent("Team")) {
|
||||
int red = e.Player["Team"].Enum("Team", "Red");
|
||||
int blue = e.Player["Team"].Enum("Team", "Blue");
|
||||
|
||||
if ((int)e.Player["Team"]["Team"] == red) {
|
||||
kfInfo.Content = "Blue Player killed Red Player";
|
||||
kfInfo.Color = glm::vec4(0.f, 0.2f, 1.f, 0.8f);
|
||||
m_DeathQueue.push_back(kfInfo);
|
||||
} else if ((int)e.Player["Team"]["Team"] == blue) {
|
||||
kfInfo.Content = "Red Player killed blue Player";
|
||||
kfInfo.Color = glm::vec4(1.f, 0.f, 0.f, 0.8f);
|
||||
m_DeathQueue.push_back(kfInfo);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(m_DeathQueue.size() > 3) {
|
||||
m_DeathQueue.pop_front();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -40,7 +40,8 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
|
||||
if (playerModel.Valid()) {
|
||||
ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"];
|
||||
double time = (cameraOrientation.x + glm::half_pi<float>()) / glm::pi<float>();
|
||||
float pitch = cameraOrientation.x + 0.2;
|
||||
double time = (pitch + glm::half_pi<float>()) / glm::pi<float>();
|
||||
cAnimationOffset["Time"] = time;
|
||||
}
|
||||
}
|
||||
@@ -113,15 +114,17 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
if (isOnGround) {
|
||||
controller->SetDoubleJumping(false);
|
||||
} else {
|
||||
//put a hexagon at the players feet
|
||||
auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
|
||||
EntityFileParser parser(hexagonEffect);
|
||||
EntityID hexagonEffectID = parser.MergeEntities(m_World);
|
||||
EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
|
||||
hexagonEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
|
||||
controller->SetDoubleJumping(true);
|
||||
Events::DoubleJump e;
|
||||
m_EventBroker->Publish(e);
|
||||
if (IsClient) {
|
||||
//put a hexagon at the players feet
|
||||
auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
|
||||
EntityFileParser parser(hexagonEffect);
|
||||
EntityID hexagonEffectID = parser.MergeEntities(m_World);
|
||||
EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
|
||||
hexagonEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
|
||||
controller->SetDoubleJumping(true);
|
||||
Events::DoubleJump e;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
velocity.y = 4.f;
|
||||
}
|
||||
|
||||
@@ -126,11 +126,12 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
m_PlayerIDs[e.Player.ID] = e.PlayerID;
|
||||
|
||||
// When a player is actually spawned (since the actual spawning is handled on the server)
|
||||
// Hack should be moved.
|
||||
|
||||
if (!IsClient) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Set the camera to the correct entity
|
||||
EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera");
|
||||
bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
|
||||
@@ -175,11 +176,15 @@ bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
|
||||
if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Spectator")) {
|
||||
return false;
|
||||
}
|
||||
if (m_PlayerIDs.find(e.Player.ID) == m_PlayerIDs.end()) {
|
||||
|
||||
if (m_PlayerIDs.count(e.Player.ID) == 0) {
|
||||
return false;
|
||||
}
|
||||
SpawnRequest req;
|
||||
req.PlayerID = m_PlayerIDs.at(e.Player.ID);
|
||||
req.Team = cTeam["Team"];
|
||||
m_SpawnRequests.push_back(req);
|
||||
|
||||
SpawnRequest req;
|
||||
req.PlayerID = m_PlayerIDs.at(e.Player.ID);
|
||||
req.Team = cTeam["Team"];
|
||||
m_SpawnRequests.push_back(req);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -6,13 +6,15 @@ SoundSystem::SoundSystem(SystemParams params)
|
||||
{
|
||||
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
m_Announcer = ResourceManager::Load<ConfigFile>("Config.ini")->Get<std::string>("Sound.Announcer", "female");
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundSystem::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &SoundSystem::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &SoundSystem::OnDoubleJump);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &SoundSystem::OnDashAbility);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch);
|
||||
if (IsClient) {
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundSystem::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &SoundSystem::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &SoundSystem::OnDoubleJump);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &SoundSystem::OnDashAbility);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &SoundSystem::OnPlayerDamage);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &SoundSystem::OnCaptured);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &SoundSystem::OnTriggerTouch);
|
||||
}
|
||||
}
|
||||
|
||||
void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt)
|
||||
@@ -20,6 +22,10 @@ void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComp
|
||||
|
||||
void SoundSystem::Update(double dt)
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Temp for play test.
|
||||
if (m_DrumsIsPlaying) {
|
||||
m_DrumsIsPlaying = !drumTimer(dt);
|
||||
|
||||
@@ -4,6 +4,7 @@ AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRende
|
||||
: WeaponBehaviour(systemParams, renderer, collisionOctree, player)
|
||||
{
|
||||
m_FirstPersonModel = m_Player.FirstChildByName("Hands");
|
||||
m_ThirdPersonModel = m_Player.FirstChildByName("PlayerModel");
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
|
||||
}
|
||||
|
||||
@@ -56,9 +57,14 @@ void AssaultWeaponBehaviour::Update(double dt)
|
||||
if (m_Reloading) {
|
||||
m_ReloadTimer -= dt;
|
||||
// Re-enable glow on reload impersonator half-way through the animation
|
||||
if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
|
||||
if (m_ReloadImpersonator.Valid()) {
|
||||
m_ReloadImpersonator["Model"]["GlowMap"] = true;
|
||||
if (IsClient) {
|
||||
if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
|
||||
if (m_FirstPersonReloadImpersonator.Valid()) {
|
||||
m_FirstPersonReloadImpersonator["Model"]["GlowMap"] = true;
|
||||
}
|
||||
if (m_ThirdPersonReloadImpersonator.Valid()) {
|
||||
m_ThirdPersonReloadImpersonator["Model"]["GlowMap"] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (m_ReloadTimer <= 0) {
|
||||
@@ -75,14 +81,18 @@ void AssaultWeaponBehaviour::Update(double dt)
|
||||
}
|
||||
|
||||
if (!m_Firing && !m_Reloading) {
|
||||
playIdleAnimation();
|
||||
if (IsClient) {
|
||||
playIdleAnimation();
|
||||
}
|
||||
}
|
||||
|
||||
// Disable glow map on weapon if it's out of ammo
|
||||
// Make real first person weapon model visible again
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
if (firstPersonWeaponModel.Valid()) {
|
||||
firstPersonWeaponModel["Model"]["GlowMap"] = hasAmmo();
|
||||
if (IsClient) {
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
if (firstPersonWeaponModel.Valid()) {
|
||||
firstPersonWeaponModel["Model"]["GlowMap"] = hasAmmo();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -127,16 +137,19 @@ void AssaultWeaponBehaviour::fireRound()
|
||||
|
||||
// Fire
|
||||
magAmmo -= 1;
|
||||
spawnTracer();
|
||||
playFireSound();
|
||||
viewPunch();
|
||||
playShootAnimation();
|
||||
bool hit = shoot(cAssaultWeapon["BaseDamage"]);
|
||||
if (hit) {
|
||||
showHitMarker();
|
||||
}
|
||||
|
||||
m_TimeSinceLastFire = 0.0;
|
||||
|
||||
// Effects
|
||||
if (IsClient) {
|
||||
spawnTracer();
|
||||
playFireSound();
|
||||
viewPunch();
|
||||
playShootAnimation();
|
||||
bool hit = shoot(cAssaultWeapon["BaseDamage"]);
|
||||
if (hit) {
|
||||
showHitMarker();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::spawnTracer()
|
||||
@@ -146,7 +159,8 @@ void AssaultWeaponBehaviour::spawnTracer()
|
||||
}
|
||||
|
||||
EntityWrapper spawner;
|
||||
if (m_Player == LocalPlayer) {
|
||||
bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
|
||||
if (m_Player == LocalPlayer && !outOfBodyExperience) {
|
||||
spawner = m_Player.FirstChildByName("WeaponMuzzle");
|
||||
} else {
|
||||
spawner = m_Player.FirstChildByName("ThirdPersonWeaponMuzzle");
|
||||
@@ -225,7 +239,13 @@ void AssaultWeaponBehaviour::finishReload()
|
||||
|
||||
// Make real first person weapon model visible again
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
firstPersonWeaponModel["Model"]["Visible"] = true;
|
||||
if (firstPersonWeaponModel.Valid()) {
|
||||
firstPersonWeaponModel["Model"]["Visible"] = true;
|
||||
}
|
||||
EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
|
||||
if (thirdPersonWeaponModel.Valid()) {
|
||||
thirdPersonWeaponModel["Model"]["Visible"] = true;
|
||||
}
|
||||
|
||||
m_Reloading = false;
|
||||
}
|
||||
@@ -278,19 +298,45 @@ void AssaultWeaponBehaviour::playIdleAnimation()
|
||||
void AssaultWeaponBehaviour::playReloadAnimation()
|
||||
{
|
||||
// Play animation
|
||||
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
|
||||
cAnimation["AnimationName1"] = "ReloadSwitch";
|
||||
cAnimation["Weight1"] = 1.0;
|
||||
cAnimation["Time1"] = 0.0;
|
||||
cAnimation["Speed1"] = 0.5;
|
||||
cAnimation["Loop1"] = true;
|
||||
// First person
|
||||
if (IsClient)
|
||||
{
|
||||
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
|
||||
cAnimation["AnimationName1"] = "ReloadSwitch";
|
||||
cAnimation["Weight1"] = 1.0;
|
||||
cAnimation["Time1"] = 0.0;
|
||||
cAnimation["Speed1"] = 0.5;
|
||||
cAnimation["Loop1"] = true;
|
||||
}
|
||||
// TODO: Third person
|
||||
//{
|
||||
// ComponentWrapper cAnimation = m_ThirdPersonModel["Animation"];
|
||||
// cAnimation["AnimationName1"] = "ReloadSwitch";
|
||||
// cAnimation["Weight1"] = 1.0;
|
||||
// cAnimation["Time1"] = 0.0;
|
||||
// cAnimation["Speed1"] = 0.5;
|
||||
// cAnimation["Loop1"] = true;
|
||||
//}
|
||||
|
||||
// Hide weapon model and spawn the exploding version
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
|
||||
m_ReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
||||
firstPersonWeaponModel["Model"].Copy(m_ReloadImpersonator["Model"]);
|
||||
firstPersonWeaponModel["Model"]["Visible"] = false;
|
||||
{
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
|
||||
if (IsClient) {
|
||||
m_FirstPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
||||
firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpersonator["Model"]);
|
||||
}
|
||||
firstPersonWeaponModel["Model"]["Visible"] = false;
|
||||
}
|
||||
{
|
||||
EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
|
||||
EntityWrapper reloadSpawner = m_Player.FirstChildByName("ThirdPersonReloadSpawner");
|
||||
if (IsClient) {
|
||||
m_ThirdPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
||||
thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpersonator["Model"]);
|
||||
}
|
||||
thirdPersonWeaponModel["Model"]["Visible"] = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool AssaultWeaponBehaviour::shoot(double damage)
|
||||
@@ -321,6 +367,9 @@ bool AssaultWeaponBehaviour::shoot(double damage)
|
||||
}
|
||||
|
||||
EntityWrapper victim(m_World, pickData.Entity);
|
||||
if (!victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Don't let us shoot ourselves in the foot
|
||||
if (victim == LocalPlayer) {
|
||||
|
||||
+18
-4
@@ -1,11 +1,25 @@
|
||||
#include "Game.h"
|
||||
#include "MiniDump.h"
|
||||
|
||||
LONG WINAPI CrashHandler(EXCEPTION_POINTERS* pException);
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
Game game(argc, argv);
|
||||
while (game.Running()) {
|
||||
game.Tick();
|
||||
}
|
||||
::SetUnhandledExceptionFilter(CrashHandler);
|
||||
|
||||
Game game(argc, argv);
|
||||
while (game.Running()) {
|
||||
game.Tick();
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
LONG WINAPI CrashHandler(EXCEPTION_POINTERS* pException)
|
||||
{
|
||||
//Take minidump. path should be bin/TacticalZ.dmp
|
||||
//Then show MessageBox, and exit application.
|
||||
Create_Dump(pException, 1, 1);
|
||||
|
||||
return EXCEPTION_EXECUTE_HANDLER;// EXCEPTION_CONTINUE_SEARCH
|
||||
}
|
||||
Reference in New Issue
Block a user