From 3cee4e42482e026a393f2682669cb11b8d8c71c5 Mon Sep 17 00:00:00 2001 From: viktorljung Date: Sun, 13 Mar 2016 16:42:07 +0100 Subject: [PATCH] defender ray fixes --- resources/Schema/Entities/DefenderRayBlue.xml | 22 +++++++++---------- .../Weapon/DefenderWeaponBehaviour.cpp | 8 +++---- 2 files changed, 14 insertions(+), 16 deletions(-) diff --git a/resources/Schema/Entities/DefenderRayBlue.xml b/resources/Schema/Entities/DefenderRayBlue.xml index 7680f1da..37a8f80c 100644 --- a/resources/Schema/Entities/DefenderRayBlue.xml +++ b/resources/Schema/Entities/DefenderRayBlue.xml @@ -3,11 +3,9 @@ - 0.5 + 0.079999998211860657 - - - + @@ -16,14 +14,14 @@ Models/Core/UnitQuad.mesh - Textures/Effects/NewRay3.png - - true + Textures/Effects/NewRay5.png + + true - + @@ -33,14 +31,14 @@ Models/Core/UnitQuad.mesh - Textures/Effects/NewRay3.png - - true + Textures/Effects/NewRay5.png + + true - + diff --git a/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp b/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp index cc2f9f7c..7fd07e2d 100644 --- a/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp +++ b/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp @@ -393,7 +393,7 @@ void DefenderWeaponBehaviour::spawnTracers(ComponentWrapper cWeapon, WeaponInfo& float yaw = std::atan2(lookVector.x, lookVector.z); glm::quat orientation = glm::quat(glm::vec3(pitch, yaw, 0)); rayOrientation = glm::eulerAngles(orientation); - rayScale.z(glm::length(muzzleToHit)); + rayScale.x(glm::length(muzzleToHit)); } } } @@ -449,8 +449,8 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w } // Temp hit decal - // EntityWrapper hit = ResourceManager::Load("Schema/Entities/HitTest.xml")->MergeInto(m_World); - // hit["Transform"]["Position"] = pick.Position; + EntityWrapper hit = ResourceManager::Load("Schema/Entities/HitTest.xml")->MergeInto(m_World); + (Field)hit["Transform"]["Position"] = pick.Position; // Don't let us shoot ourselves in the foot somehow if (victim == LocalPlayer) { @@ -472,7 +472,7 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w } damageSum[victim] += pelletDamage; - // ((glm::vec3&)hit["Model"]["Color"]).b = 1.f; + ((Field)hit["Model"]["Color"]).z(1.f); } // Deal damage!