Merge remote-tracking branch 'origin/FriendlyHost/Join' into Menu
# Conflicts: # include/Game/Systems/MainMenuSystem.h # src/Engine/GUI/MainMenuSystem.cpp
This commit is contained in:
@@ -29,18 +29,7 @@
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#include "Core/EAmmoPickup.h"
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#include "Core/EAmmoPickup.h"
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#include "Network/ESearchForServers.h"
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#include "Network/ESearchForServers.h"
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#include "../Game/Events/EDashAbility.h"
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#include "../Game/Events/EDashAbility.h"
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#include "Network/EDisplayServerlist.h"
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struct ServerInfo
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{
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ServerInfo(std::string a, int b, std::string c, int d)
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{
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Address = a; Port = b; Name = c; PlayersConnected = d;
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}
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std::string Address = "";
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int Port = 0;
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std::string Name = "";
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int PlayersConnected = 0;
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};
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class Client : public Network
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class Client : public Network
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{
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{
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@@ -0,0 +1,29 @@
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#ifndef Events_DisplayServerlist_h__
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#define Events_DisplayServerlist_h__
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#include <string>
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#include <vector>
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#include "Core/Event.h"
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struct ServerInfo
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{
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ServerInfo(std::string address, int port, std::string name, int players)
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{
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Address = address; Port = port; Name = name; PlayersConnected = players;
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}
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std::string Address = "";
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int Port = 0;
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std::string Name = "";
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int PlayersConnected = 0;
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};
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namespace Events
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{
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struct DisplayServerlist : public Event
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{
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std::vector<ServerInfo> Serverlist;
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};
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}
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#endif
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@@ -7,6 +7,8 @@
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#include "Core/Event.h"
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#include "Core/Event.h"
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#include "Systems/SpawnerSystem.h"
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#include "Systems/SpawnerSystem.h"
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#include "Network/ESearchForServers.h"
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class ServerListSystem : public PureSystem
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class ServerListSystem : public PureSystem
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{
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{
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public:
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public:
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@@ -17,6 +19,9 @@ public:
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private:
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private:
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IRenderer* m_Renderer;
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IRenderer* m_Renderer;
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//EventRelay<ServerListSystem, Events::SomeEventLol> m_EServerListRecieved;
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//bool OnServerListRecieved(const Events::SomeEventLol& e)
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};
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};
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#endif
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#endif
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@@ -82,7 +82,10 @@ void Client::Update()
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if (m_SearchingForServers) {
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if (m_SearchingForServers) {
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if (m_SearchingTime < (1000* (std::clock() - m_StartSearchTime) / (double)CLOCKS_PER_SEC)) {
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if (m_SearchingTime < (1000* (std::clock() - m_StartSearchTime) / (double)CLOCKS_PER_SEC)) {
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m_SearchingForServers = false;
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m_SearchingForServers = false;
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displayServerlist();
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//displayServerlist();
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Events::DisplayServerlist e;
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e.Serverlist = m_Serverlist;
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m_EventBroker->Publish(e);
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}
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}
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}
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}
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@@ -463,12 +466,6 @@ void Client::disconnect()
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bool Client::OnInputCommand(const Events::InputCommand & e)
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bool Client::OnInputCommand(const Events::InputCommand & e)
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{
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{
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// TEMP
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if (e.Command == "SearchForServers" && e.Value > 0) {
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Events::SearchForServers e;
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m_EventBroker->Publish(e);
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}
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if (e.PlayerID != -1) {
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if (e.PlayerID != -1) {
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return false;
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return false;
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}
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}
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@@ -553,7 +550,6 @@ bool Client::OnSearchForServers(const Events::SearchForServers& e)
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m_SearchingForServers = true;
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m_SearchingForServers = true;
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m_StartSearchTime = std::clock();
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m_StartSearchTime = std::clock();
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m_Serverlist.clear();
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m_Serverlist.clear();
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LOG_INFO("Searching for LAN servers...\n");
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Packet packet(MessageType::ServerlistRequest);
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Packet packet(MessageType::ServerlistRequest);
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m_ServerlistRequest.Broadcast(packet, 13); // TODO: Config
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m_ServerlistRequest.Broadcast(packet, 13); // TODO: Config
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return true;
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return true;
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@@ -137,20 +137,13 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
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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<TextFieldReader>(updateOrderLevel);
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m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AbilityCooldownHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AbilityCooldownHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointArrowHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointArrowHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
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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<AmmoPickupSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
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m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<BoostSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<BoostSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
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@@ -96,6 +96,7 @@ bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
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}
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}
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currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
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currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
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return false;
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return false;
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}
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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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}
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void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
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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 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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int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
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Events::AmmoPickup ePlayerAmmoPickup;
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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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ePlayerAmmoPickup.Player = player;
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m_EventBroker->Publish(ePlayerAmmoPickup);
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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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//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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//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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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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}
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void PickupSpawnSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger)
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void PickupSpawnSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger)
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{
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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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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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//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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, PureSystem("ServerList")
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, m_Renderer(renderer)
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, m_Renderer(renderer)
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{
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{
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//Subscribe to OnServerListRecieved
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}
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}
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void ServerListSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt)
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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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void ServerListSystem::RefreshList()
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{
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{
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//Send out request for a server list.
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}
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}
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