Merge pull request #158 from teamfisk/SniperSprintBranch
Looks good// William
This commit is contained in:
@@ -30,6 +30,7 @@ public:
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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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bool SpecialAbilityKeyDown() const { return m_SpecialAbilityKeyDown; }
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protected:
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const int m_PlayerID;
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@@ -145,10 +146,10 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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if (m_NumberOfMovementKeysDown == 0) {
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m_MovementKeyDown = false;
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}
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//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
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m_AssaultDashTapDirection = m_CurrentDirectionVector;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
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m_AssaultDashTapDirection = m_CurrentDirectionVector;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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}
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}
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@@ -161,18 +162,11 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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}
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if (e.Command == "SpecialAbility") {
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if (e.Value > 0) {
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m_SpecialAbilityKeyDown = true;
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} else {
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m_SpecialAbilityKeyDown = false;
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}
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}
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if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
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m_ShiftDashing = true;
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} else {
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m_ShiftDashing = false;
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m_SpecialAbilityKeyDown = e.Value > 0;
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}
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m_ShiftDashing = m_SpecialAbilityKeyDown && m_MovementKeyDown;
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return true;
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}
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<SprintAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SprintAbility.xsd">
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<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
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<StrengthOfEffect>2.0</StrengthOfEffect>
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</SprintAbility>
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@@ -9,8 +9,8 @@
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>This is the cooldown on sprint</xs:documentation></xs:annotation>
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<xs:element name="StrengthOfEffect" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>This is the strength of the sprint effect</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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@@ -62,7 +62,14 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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playerMovementSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
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playerCrouchSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
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}
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bool sniperSprinting = false;
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if (player.HasComponent("SprintAbility")) {
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if (controller->SpecialAbilityKeyDown()) {
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playerMovementSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
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playerCrouchSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
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sniperSprinting = true;
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}
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}
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if (player.HasComponent("Physics")) {
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ComponentWrapper cPhysics = player["Physics"];
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@@ -118,6 +125,9 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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if (playerBoostAssaultEntity.Valid()) {
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accelerationSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
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}
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if (sniperSprinting) {
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accelerationSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
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}
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velocity += accelerationSpeed * wishDirection;
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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}
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