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:
stiffly
2016-02-12 08:19:29 +01:00
74 changed files with 4338 additions and 527 deletions
@@ -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) {