Merge remote-tracking branch 'origin/FriendlyHost/Join' into Menu
# Conflicts: # include/Game/Systems/MainMenuSystem.h # src/Engine/GUI/MainMenuSystem.cpp
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@@ -96,6 +96,7 @@ bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
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}
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currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
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return false;
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}
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@@ -114,8 +115,11 @@ bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
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}
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void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
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//trigger should be valid but if it isnt we just return (to avoid crash)
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if (!trigger.Valid()) {
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return;
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}
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int maxWeaponAmmo = (int)player["AssaultWeapon"]["MaxAmmo"];
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int& currentAmmo = (int)player["AssaultWeapon"]["Ammo"];
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int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
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Events::AmmoPickup ePlayerAmmoPickup;
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@@ -123,9 +127,6 @@ void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
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ePlayerAmmoPickup.Player = player;
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m_EventBroker->Publish(ePlayerAmmoPickup);
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//immediately give the player the ammo (on server)
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currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
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//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
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//we need to copy all values since each value can be different for each ammoPickup
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m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["AmmoPickup"]["AmmoGain"],
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@@ -83,6 +83,10 @@ bool PickupSpawnSystem::OnTriggerLeave(Events::TriggerLeave& e)
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}
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void PickupSpawnSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger)
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{
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//trigger should be valid but if it isnt we just return (to avoid crash)
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if (!trigger.Valid()) {
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return;
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}
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double healthGiven = 0.01*(double)trigger["HealthPickup"]["HealthGain"] * (double)player["Health"]["MaxHealth"];
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//only the server will increase the players hp and set it in the next delta
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@@ -5,7 +5,7 @@ ServerListSystem::ServerListSystem(SystemParams params, IRenderer* renderer)
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, PureSystem("ServerList")
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, m_Renderer(renderer)
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{
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//Subscribe to OnServerListRecieved
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}
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void ServerListSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt)
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@@ -15,5 +15,6 @@ void ServerListSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper&
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void ServerListSystem::RefreshList()
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{
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//Send out request for a server list.
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}
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