Merge remote-tracking branch 'origin/master' into WeaponSystem
# Conflicts: # include/Engine/Collision/FillFrustumOctreeSystem.h # include/Engine/Core/Octree.h # include/Engine/Rendering/RenderSystem.h # include/Game/Game.h # resources/DefaultInput.ini # resources/Schema/Components.xsd # resources/Schema/Entities/Player.xml # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/RenderSystem.cpp # src/Game/Game.cpp # src/Game/Systems/PlayerMovementSystem.cpp
This commit is contained in:
@@ -0,0 +1,13 @@
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#ifndef Events_DashAbility_h__
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#define Events_DashAbility_h__
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#include "Core/Event.h"
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namespace Events
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{
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struct DashAbility : public Event { };
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}
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#endif
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#ifndef Events_DoubleJump_h__
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#define Events_DoubleJump_h__
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#include "Core/Event.h"
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namespace Events
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{
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struct DoubleJump : public Event
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{
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};
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}
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#endif
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+3
-2
@@ -32,7 +32,8 @@
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#include "Network/Client.h"
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// Sound
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#include "Sound/SoundSystem.h"
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#include "Sound/SoundManager.h"
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#include "Systems/SoundSystem.h"
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class Game
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{
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@@ -61,7 +62,7 @@ private:
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RenderFrame* m_RenderFrame;
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Client* m_NetworkClient = nullptr;
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Server* m_NetworkServer = nullptr;
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SoundSystem* m_SoundSystem;
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SoundManager* m_SoundManager;
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double m_LastTime;
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bool m_IsClient = false;
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@@ -12,6 +12,7 @@
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#include <tuple>
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#include <vector>
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#include <algorithm>
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class HealthSystem : public PureSystem
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{
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@@ -26,7 +27,7 @@ private:
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EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
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EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
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bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e);
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//vector which will keep track of health changes
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std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
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@@ -9,7 +9,9 @@ public:
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LifetimeSystem(SystemParams params)
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: System(params)
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, PureSystem("Lifetime")
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{ }
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{
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LOG_INFO("ASDASDASSA");
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}
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cLifetime, double dt) override;
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@@ -0,0 +1,33 @@
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#ifndef PickupSpawnSystem_h__
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#define PickupSpawnSystem_h__
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#include "Core/System.h"
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#include "Core/Transform.h"
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#include "Core/ResourceManager.h"
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#include "Core/EntityFileParser.h"
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#include "Core/EPickupSpawned.h"
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#include "Core/EPlayerHealthPickup.h"
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#include "Engine/Collision/ETrigger.h"
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#include "Common.h"
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#include <tuple>
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class PickupSpawnSystem : public ImpureSystem
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{
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public:
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PickupSpawnSystem(SystemParams params);
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virtual void Update(double dt) override;
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private:
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EventRelay<PickupSpawnSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(Events::TriggerTouch& e);
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struct NewHealthPickup {
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glm::vec3 Pos;
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double HealthGain;
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double RespawnTimer;
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double DecreaseThisRespawnTimer;
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};
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std::vector<NewHealthPickup> m_ETriggerTouchVector;
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};
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#endif
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@@ -0,0 +1,29 @@
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#ifndef PlayerDeathSystem_h__
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#define PlayerDeathSystem_h__
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#include "Core/System.h"
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#include "Input/EInputCommand.h"
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#include "GLM.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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#include "Core/EntityFile.h"
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#include "Core/EntityFileParser.h"
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#include "Core/EPlayerDeath.h"
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class PlayerDeathSystem : public ImpureSystem
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{
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public:
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PlayerDeathSystem(SystemParams params);
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virtual void Update(double dt) override;
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private:
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EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath;
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bool OnPlayerDeath(Events::PlayerDeath& e);
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void createDeathEffect(EntityWrapper player);
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};
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#endif
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@@ -4,6 +4,8 @@
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#include "Core/EPlayerSpawned.h"
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#include "Input/FirstPersonInputController.h"
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#include <imgui/imgui.h>
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#include "Events/EDoubleJump.h"
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#include "../Engine/Sound/EPlaySoundOnEntity.h"
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class PlayerMovementSystem : public ImpureSystem
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{
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@@ -17,6 +19,19 @@ private:
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// State
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std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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// Walking logic
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// Keeps track of how far the player has walked within this "key press session".
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float m_DistanceMoved = 0.0f;
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// How far a step is (How often the step sound will be played).
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const float m_PlayerStepLength = 1.75f;
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// Determine what sound file to play.
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bool m_LeftFoot = false;
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// To get a difference when calculating the walking state.
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glm::vec3 m_LastPosition = glm::vec3();
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// The logic for making the sound play when player is moving
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void playerStep(double dt);
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EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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@@ -3,6 +3,7 @@
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#include "Systems/SpawnerSystem.h"
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#include "Events/ESpawnerSpawn.h"
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#include "Core/EPlayerSpawned.h"
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#include "Core/EPlayerDeath.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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@@ -0,0 +1,67 @@
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#ifndef Systems_SoundSystem_h__
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#define Systems_SoundSystem_h__
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#include <random>
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#include "../Engine/Core/System.h"
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#include "../Engine/Core/ResourceManager.h"
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#include "../Engine/Core/ConfigFile.h"
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#include "../Engine/Sound/Sound.h"
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#include "../Engine/Sound/EPlayQueueOnEntity.h"
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#include "../Engine/Core/EPlayerSpawned.h"
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#include "../Engine/Input/EInputCommand.h"
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#include "../Engine/Core/EShoot.h"
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#include "../Engine/Core/EPlayerSpawned.h"
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#include "../Engine/Input/EInputCommand.h"
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#include "../Engine/Core/ECaptured.h"
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#include "../Engine/Core/EPlayerDamage.h"
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#include "../Engine/Core/EPlayerDeath.h"
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#include "../Engine/Core/EPlayerHealthPickup.h"
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#include "../Engine/Collision/ETrigger.h"
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#include "../Engine/Sound/EPlaySoundOnEntity.h"
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#include "../Engine/Sound/EPlayBackgroundMusic.h"
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#include "../Game/Events/EDoubleJump.h"
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#include "../Game/Events/EDashAbility.h"
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class SoundSystem : public PureSystem, ImpureSystem
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{
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public:
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SoundSystem(SystemParams params);
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
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virtual void Update(double dt) override;
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private:
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std::string m_Announcer = "";
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// Logic for playing a sound when a player jumps
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void playerJumps();
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// Temporary solution for play test.
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bool m_DrumsIsPlaying = false;
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double m_DrumTimer = 0.0;
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bool drumTimer(double dt);
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std::default_random_engine generator;
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EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(const Events::PlayerSpawned &e);
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EventRelay<SoundSystem, Events::InputCommand> m_InputCommand;
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bool OnInputCommand(const Events::InputCommand &e);
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EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump;
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bool OnDoubleJump(const Events::DoubleJump &e);
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EventRelay<SoundSystem, Events::DashAbility> m_EDashAbility;
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bool OnDashAbility(const Events::DashAbility &e);
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EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(const Events::TriggerTouch &e);
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EventRelay<SoundSystem, Events::Shoot> m_EShoot;
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bool OnShoot(const Events::Shoot &e);
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EventRelay<SoundSystem, Events::Captured> m_ECaptured;
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bool OnCaptured(const Events::Captured &e);
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EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool OnPlayerDamage(const Events::PlayerDamage &e);
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EventRelay<SoundSystem, Events::PlayerDeath> m_EPlayerDeath;
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bool OnPlayerDeath(const Events::PlayerDeath &e);
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EventRelay<SoundSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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bool OnPlayerHealthPickup(const Events::PlayerHealthPickup &e);
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};
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#endif
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