Rename the thingie
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@@ -31,7 +31,7 @@ private:
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ShaderProgram* m_BasicForwardProgram;
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ShaderProgram* m_CoolDeathAnimProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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};
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#endif
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@@ -64,7 +64,7 @@ struct ModelJob : RenderJob
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};
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// Cool Death Animation
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struct CoolDeathAnimationJob : ModelJob
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struct ExplosionEffectJob : ModelJob
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{
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glm::vec3 ExplosionOrigin;
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double TimeSinceDeath = 0.f; //Seconds
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@@ -25,7 +25,7 @@ private:
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void FillModels(World* world, RenderQueue* renderQueue);
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void FillLights(World* world, RenderQueue* renderQueue);
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void FillCoolDeathAnim(World* world, RenderQueue* renderQueue);
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void FillExplosionEffect(World* world, RenderQueue* renderQueue);
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glm::mat4 ModelMatrix(World* world, EntityID entity);
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};
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@@ -119,7 +119,7 @@ private:
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ShaderProgram* m_CalculateFrustumProgram;
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ShaderProgram* m_LightCullProgram;
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ShaderProgram* m_CoolDeathAnimProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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};
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@@ -1,16 +1,16 @@
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#include "Common.h"
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#include "Core/System.h"
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class CoolDeathAnimationSystem : public PureSystem
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class ExplosionEffectSystem : public PureSystem
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{
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public:
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CoolDeathAnimationSystem(EventBroker* eventBroker)
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: PureSystem(eventBroker, "CoolDeathAnim")
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ExplosionEffectSystem(EventBroker* eventBroker)
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: PureSystem(eventBroker, "ExplosionEffect")
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{ }
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virtual void UpdateComponent(World* world, ComponentWrapper& object, double dt) override
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{
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ComponentWrapper& Component = world->GetComponent(object.EntityID, "CoolDeathAnim");
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ComponentWrapper& Component = world->GetComponent(object.EntityID, "ExplosionEffect");
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if ((double)Component["TimeSinceDeath"] > (double)Component["ExplosionDuration"]) {
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(double)Component["TimeSinceDeath"] = 0.f;
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+1
-1
@@ -16,7 +16,7 @@
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#include "Core/EntityXMLFile.h"
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#include "Core/SystemPipeline.h"
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#include "RaptorCopterSystem.h"
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#include "CoolDeathAnimationSystem.h"
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#include "ExplosionEffectSystem.h"
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#include "PlayerSystem.h"
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#include "Editor/EditorSystem.h"
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