defender ray fixes
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@@ -3,11 +3,9 @@
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<Components>
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<Components>
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<c:Lifetime>
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<c:Lifetime>
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<Lifetime>0.5</Lifetime>
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<Lifetime>0.079999998211860657</Lifetime>
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</c:Lifetime>
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</c:Lifetime>
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<c:Transform>
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<c:Transform/>
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<Scale X="0" Y="1" Z="1"/>
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</c:Transform>
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</Components>
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</Components>
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<Children>
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<Children>
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@@ -16,14 +14,14 @@
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<c:Sprite>
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<c:Sprite>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/Effects/NewRay3.png</DiffuseTexture>
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<DiffuseTexture>Textures/Effects/NewRay5.png</DiffuseTexture>
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<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
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<Color A="1" B="2.35294127" G="1.17647064" R="0"/>
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<KeepRatioX>true</KeepRatioX>
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<KeepRatio>true</KeepRatio>
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</c:Sprite>
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</c:Sprite>
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<c:Transform>
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<c:Transform>
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<Position X="0" Y="0" Z="-0.5"/>
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<Position X="0" Y="0" Z="-0.5"/>
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<Orientation X="0" Y="-1.57099998" Z="0"/>
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<Orientation X="0" Y="-1.57099998" Z="0"/>
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<Scale X="1" Y="0.0710000023" Z="0"/>
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<Scale X="1" Y="0.0700000003" Z="0"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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<Children/>
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<Children/>
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@@ -33,14 +31,14 @@
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<c:Sprite>
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<c:Sprite>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/Effects/NewRay3.png</DiffuseTexture>
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<DiffuseTexture>Textures/Effects/NewRay5.png</DiffuseTexture>
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<Color A="0.419607848" B="3.92156863" G="0.270588249" R="0"/>
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<Color A="1" B="2.35294127" G="1.17647064" R="0"/>
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<KeepRatioX>true</KeepRatioX>
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<KeepRatio>true</KeepRatio>
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</c:Sprite>
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</c:Sprite>
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<c:Transform>
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<c:Transform>
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<Position X="0" Y="0" Z="-0.5"/>
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<Position X="0" Y="0" Z="-0.5"/>
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<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
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<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
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<Scale X="1" Y="0.0710000023" Z="0"/>
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<Scale X="1" Y="0.0700000003" Z="0"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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<Children/>
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<Children/>
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@@ -393,7 +393,7 @@ void DefenderWeaponBehaviour::spawnTracers(ComponentWrapper cWeapon, WeaponInfo&
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float yaw = std::atan2(lookVector.x, lookVector.z);
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float yaw = std::atan2(lookVector.x, lookVector.z);
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glm::quat orientation = glm::quat(glm::vec3(pitch, yaw, 0));
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glm::quat orientation = glm::quat(glm::vec3(pitch, yaw, 0));
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rayOrientation = glm::eulerAngles(orientation);
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rayOrientation = glm::eulerAngles(orientation);
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rayScale.z(glm::length(muzzleToHit));
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rayScale.x(glm::length(muzzleToHit));
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}
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}
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}
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}
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}
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}
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@@ -449,8 +449,8 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
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}
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}
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// Temp hit decal
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// Temp hit decal
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// EntityWrapper hit = ResourceManager::Load<EntityFile>("Schema/Entities/HitTest.xml")->MergeInto(m_World);
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EntityWrapper hit = ResourceManager::Load<EntityFile>("Schema/Entities/HitTest.xml")->MergeInto(m_World);
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// hit["Transform"]["Position"] = pick.Position;
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(Field<glm::vec3>)hit["Transform"]["Position"] = pick.Position;
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// Don't let us shoot ourselves in the foot somehow
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// Don't let us shoot ourselves in the foot somehow
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if (victim == LocalPlayer) {
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if (victim == LocalPlayer) {
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@@ -472,7 +472,7 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
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}
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}
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damageSum[victim] += pelletDamage;
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damageSum[victim] += pelletDamage;
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// ((glm::vec3&)hit["Model"]["Color"]).b = 1.f;
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((Field<glm::vec4>)hit["Model"]["Color"]).z(1.f);
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}
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}
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// Deal damage!
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// Deal damage!
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