WIP shoot
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@@ -2,15 +2,15 @@
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#define EPlayerDamage_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct PlayerDamage : Event
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{
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double DamageAmount;
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EntityID PlayerDamagedID;
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EntityWrapper Player;
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double Damage;
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};
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}
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@@ -2,16 +2,14 @@
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#define EShoot_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "Engine/GLM.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct Shoot : Event
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{
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//ID for who made the shot
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EntityID shooter;
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EntityWrapper Player;
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};
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}
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@@ -23,9 +23,10 @@ struct EntityWrapper
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static const EntityWrapper Invalid;
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bool HasComponent(const std::string& componentName);
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bool HasComponent(const std::string& componentType);
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EntityWrapper Parent();
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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bool IsChildOf(EntityWrapper potentialParent);
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bool Valid();
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@@ -9,6 +9,7 @@
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#include "Core/System.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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#include "Core/EPlayerSpawned.h"
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#include "Input/EInputCommand.h"
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#include <tuple>
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@@ -23,16 +24,18 @@ public:
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virtual void Update(double dt) override;
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private:
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//methods which will take care of specific events
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EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
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bool WeaponSystem::OnShoot(const Events::Shoot& e);
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
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bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
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IRenderer* m_Renderer;
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std::vector<std::tuple<EntityID, glm::vec2>> m_EShootVector;
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// State
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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// Events
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EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e);
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EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
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bool WeaponSystem::OnShoot(const Events::Shoot& e);
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
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bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
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};
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#endif
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@@ -9,7 +9,7 @@
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<c:Collidable/>
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<c:Model/>
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<c:Physics>
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<Velocity X="8.33307467e-09" Y="0" Z="9.82836834e-09"/>
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<Gravity>false</Gravity>
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</c:Physics>
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<c:Player>
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<MovementSpeed>5</MovementSpeed>
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@@ -20,7 +20,7 @@
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</Team>
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</c:Team>
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<c:Transform>
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<Position X="2.84928203" Y="0.0264999866" Z="7.31610918"/>
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<Position X="-0.550999999" Y="0.0264999866" Z="3.01600003"/>
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<Orientation X="0" Y="2.14675093" Z="0"/>
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</c:Transform>
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</Components>
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@@ -82,6 +82,7 @@
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<Components>
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<c:Model>
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<Resource>Models/AssaultHeadless.obj</Resource>
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<Color A="1" B="0" G="0" R="1"/>
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</c:Model>
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<c:Transform>
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<Orientation X="0" Y="3.14159274" Z="0"/>
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@@ -36,6 +36,18 @@ EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
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return EntityWrapper::Invalid;
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}
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EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& componentType)
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{
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EntityWrapper entity = *this;
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while (entity.Parent().Valid()) {
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entity = entity.Parent();
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if (entity.HasComponent(componentType)) {
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return entity;
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}
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}
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return EntityWrapper::Invalid;
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}
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bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
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{
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EntityWrapper entity = *this;
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@@ -327,8 +327,8 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
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bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
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{
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Packet packet(MessageType::OnInputCommand, m_SendPacketID);
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packet.WritePrimitive(e.DamageAmount);
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packet.WritePrimitive(e.PlayerDamagedID);
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packet.WritePrimitive(e.Damage);
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packet.WritePrimitive(e.Player.ID);
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send(packet);
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return false;
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}
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@@ -286,8 +286,8 @@ void Server::parseOnInputCommand(Packet& packet)
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void Server::parseOnPlayerDamage(Packet & packet)
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{
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Events::PlayerDamage e;
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e.DamageAmount = packet.ReadPrimitive<double>();
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e.PlayerDamagedID = packet.ReadPrimitive<EntityID>();
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e.Damage = packet.ReadPrimitive<double>();
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e.Player = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
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m_EventBroker->Publish(e);
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//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
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}
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@@ -49,7 +49,7 @@ void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& comp
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bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e)
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{
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//save the changed HP to a vector. it will be taken care of in UpdateComponent
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m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerDamagedID, -e.DamageAmount));
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//m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerDamagedID, -e.DamageAmount));
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return true;
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}
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@@ -5,49 +5,79 @@ WeaponSystem::WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* re
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, ImpureSystem()
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, m_Renderer(renderer)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &WeaponSystem::OnPlayerSpawned);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
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}
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void WeaponSystem::Update(double dt)
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{
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for (int i = m_EShootVector.size(); i > 0; i--)
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{
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//TODO: check if player has enough ammo and if weapon has a cooldown or not
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//pick the object
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PickData pickDataFromShot = m_Renderer->Pick(std::get<1>(m_EShootVector[i - 1]));
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if (pickDataFromShot.Entity == EntityID_Invalid) {
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m_EShootVector.erase(m_EShootVector.begin() + i - 1);
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continue;
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}
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//if its a player, do PlayerDamage event
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const bool hasPlayerComponent = m_World->HasComponent(pickDataFromShot.Entity, "Player");
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if (hasPlayerComponent) {
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Events::PlayerDamage ePlayerDamage;
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//TODO: damage based on weapontype/class?
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//TODO: multiple shots at the same time? (shotgunner)
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ePlayerDamage.DamageAmount = 25;
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ePlayerDamage.PlayerDamagedID = pickDataFromShot.Entity;
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m_EventBroker->Publish(ePlayerDamage);
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}
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m_EShootVector.erase(m_EShootVector.begin() + i - 1);
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}
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bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e)
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{
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if (e.PlayerID == -1) {
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m_LocalPlayer = e.Player;
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}
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return true;
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}
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bool WeaponSystem::OnInputCommand(const Events::InputCommand& e)
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{
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// Only shoot client-side!
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if (e.PlayerID != -1) {
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return false;
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}
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// Only shoot if the player is alive
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if (!m_LocalPlayer.Valid()) {
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return false;
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}
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if (e.Command == "PrimaryFire" && e.Value > 0) {
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Events::Shoot eShoot;
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eShoot.shooter = e.PlayerID;
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eShoot.Player = m_LocalPlayer;
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m_EventBroker->Publish(eShoot);
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}
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return true;
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}
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bool WeaponSystem::OnShoot(const Events::Shoot& e) {
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//screen center, based on current resolution!
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bool WeaponSystem::OnShoot(const Events::Shoot& eShoot) {
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// Screen center, based on current resolution!
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Rectangle screenResolution = m_Renderer->Resolution();
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glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
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m_EShootVector.push_back(std::make_pair(e.shooter, centerScreen));
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// TODO: check if player has enough ammo and if weapon has a cooldown or not
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// Pick middle of screen
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PickData pickData = m_Renderer->Pick(centerScreen);
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if (pickData.Entity == EntityID_Invalid) {
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return false;
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}
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EntityWrapper player(m_World, pickData.Entity);
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// Only care about players being hit
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if (!player.HasComponent("Player")) {
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player = player.FirstParentWithComponent("Player");
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}
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if (!player.Valid()) {
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return false;
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}
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// Check for friendly fire
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EntityWrapper shooter = eShoot.Player;
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if ((ComponentInfo::EnumType)player["Team"]["Team"] == (ComponentInfo::EnumType)shooter["Team"]["Team"]) {
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return false;
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}
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// TODO: Weapon damage calculations etc
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Events::PlayerDamage ePlayerDamage;
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ePlayerDamage.Player = player;
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ePlayerDamage.Damage = 100;
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m_EventBroker->Publish(ePlayerDamage);
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return true;
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}
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}
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