Removed unnecessary comments, variables and functions.
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@@ -27,7 +27,7 @@ public:
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virtual bool OnCommand(const Events::InputCommand& e) override;
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virtual void Reset();
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void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityWrapper player);
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void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID);
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virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
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virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
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@@ -56,7 +56,6 @@ protected:
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bool m_MovementKeyDown = false;
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bool m_SpecialAbilityKeyDown = false;
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int m_NumberOfMovementKeysDown = 0;
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void spawnDashEffect();
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EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
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bool OnLockMouse(const Events::LockMouse& e);
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@@ -192,7 +191,7 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
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}
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template <typename EventContext>
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void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityWrapper player) {
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void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID) {
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m_AssaultDashDoubleTapDeltaTime += dt;
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m_DashEffectResetTimer += dt;
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assaultDashCoolDownTimer -= dt;
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@@ -201,7 +200,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
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m_PlayerIsDashing = true;
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if (m_DashEffectResetTimer > 0.05) {
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Events::DashAbility e;
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e.Player = player.ID;
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e.Player = playerID;
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m_EventBroker->Publish(e);
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m_DashEffectResetTimer = 0.0;
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}
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@@ -217,7 +216,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
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m_AssaultDashDoubleTapped = true;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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Events::DashAbility e;
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e.Player = player.ID;
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e.Player = playerID;
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m_EventBroker->Publish(e);
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return;
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}
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@@ -249,7 +248,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
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assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
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Events::DashAbility e;
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e.Player = player.ID;
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e.Player = playerID;
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m_EventBroker->Publish(e);
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}
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