Working first person animations for AssaultWeapon and DefenderWeapon and reload effect for AssaultWeapon
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@@ -32,20 +32,19 @@ public:
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override
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{
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EntityWrapper firstPersonWeapon = entity.FirstChildByName("Hands").FirstChildByName("AssaultWeapon");
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EntityWrapper thirdPersonWeapon = entity.FirstChildByName("PlayerModel").FirstChildByName("AssaultWeapon");
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if (IsClient && (firstPersonWeapon.Valid() || thirdPersonWeapon.Valid())) {
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if (m_ActiveWeapons.count(entity) == 0) {
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/* EntityWrapper firstPersonWeapon = entity.FirstChildByName("Hands").FirstChildByName("AssaultWeapon");
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EntityWrapper thirdPersonWeapon = entity.FirstChildByName("PlayerModel").FirstChildByName("AssaultWeapon");
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if (IsClient && (firstPersonWeapon.Valid() || thirdPersonWeapon.Valid())) {
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if (m_ActiveWeapons.count(entity) == 0) {
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WeaponInfo& wi = m_ActiveWeapons[entity];
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wi.Player = entity;
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wi.WeaponEntity = entity;
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wi.FirstPersonEntity = firstPersonWeapon;
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wi.ThirdPersonEntity = thirdPersonWeapon;
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WeaponInfo& wi = m_ActiveWeapons[entity];
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wi.Player = entity;
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wi.WeaponEntity = entity;
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wi.FirstPersonEntity = firstPersonWeapon;
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wi.ThirdPersonEntity = thirdPersonWeapon;
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OnEquip(cWeapon, wi);
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}
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}
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OnEquip(cWeapon, wi);
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}
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}*/
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auto weapon = getActiveWeapon(entity);
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if (!weapon) {
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@@ -89,7 +88,7 @@ protected:
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// Returns wi.FirstPersonEntity or wi.ThirdPersonEntity depending on
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// if the player is in first person mode or not.
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EntityWrapper getRelevantWeaponModelEntity(WeaponInfo& wi)
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EntityWrapper getRelevantWeaponEntity(WeaponInfo& wi)
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{
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if (isPlayerInFirstPerson(wi.Player)) {
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return wi.FirstPersonEntity;
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@@ -137,7 +136,7 @@ protected:
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void playAnimationAndReturn(EntityWrapper weaponModelEntity, const std::string& subTreeName, const std::string& animationNodeName)
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{
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EntityWrapper root = weaponModelEntity.FirstParentWithComponent("Model");
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EntityWrapper root = weaponModelEntity;
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if (!root.Valid()) {
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return;
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}
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@@ -254,9 +253,9 @@ private:
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void selectWeapon(ComponentWrapper cWeapon, EntityWrapper player)
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{
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if (!IsServer) {
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return;
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}
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//if (!IsServer) {
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// return;
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//}
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// Don't reselect weapon if it's already active
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if (getActiveWeapon(player)) {
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@@ -287,13 +286,15 @@ private:
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// Spawn the weapon(s)
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EntityWrapper firstPersonWeapon;
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EntityWrapper thirdPersonWeapon;
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//if (IsClient) {
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if (IsClient) {
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if (firstPersonAttachment.Valid()) {
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firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
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}
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//}
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if (thirdPersonAttachment.Valid()) {
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thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
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}
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if (IsServer) {
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if (thirdPersonAttachment.Valid()) {
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thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
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}
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}
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WeaponInfo& wi = m_ActiveWeapons[player];
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