Working first person animations for AssaultWeapon and DefenderWeapon and reload effect for AssaultWeapon
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@@ -40,12 +40,16 @@ void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
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magAmmo = glm::min(magSize, ammo);
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isReloading = false;
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if (wi.FirstPersonEntity.Valid()) {
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wi.FirstPersonEntity["Model"]["Visible"] = true;
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wi.FirstPersonEntity.FirstChildByName("ViewModel")["Model"]["Visible"] = true;
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}
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if (wi.ThirdPersonEntity.Valid()) {
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wi.ThirdPersonEntity["Model"]["Visible"] = true;
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}
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}
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double reloadTime = cWeapon["ReloadTime"];
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if (isReloading && reloadTimer <= reloadTime / 2) {
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}
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// Restore view angle
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if (IsClient) {
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@@ -122,18 +126,26 @@ void AssaultWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
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// Play animation
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playAnimationAndReturn(wi.FirstPersonEntity, "BlendTreeAssaultWeapon", "Reload");
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if (IsClient) {
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// Spawn explosion effect
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EntityWrapper reloadEffectSpawner = wi.FirstPersonEntity.FirstChildByName("FirstPersonReloadSpawner");
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if (reloadEffectSpawner.Valid()) {
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SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner);
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// Spawn explosion effect
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if (wi.FirstPersonEntity.Valid()) {
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if (IsClient) {
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EntityWrapper reloadEffectSpawner = wi.FirstPersonEntity.FirstChildByName("ReloadSpawner");
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if (reloadEffectSpawner.Valid()) {
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reloadEffectSpawner.DeleteChildren();
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SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner);
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}
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}
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if (wi.FirstPersonEntity.Valid()) {
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wi.FirstPersonEntity["Model"]["Visible"] = false;
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}
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if (wi.ThirdPersonEntity.Valid()) {
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wi.ThirdPersonEntity["Model"]["Visible"] = false;
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wi.FirstPersonEntity.FirstChildByName("ViewModel")["Model"]["Visible"] = false;
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}
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if (wi.ThirdPersonEntity.Valid()) {
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if (IsServer) {
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EntityWrapper reloadEffectSpawner = wi.ThirdPersonEntity.FirstChildByName("ReloadSpawner");
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if (reloadEffectSpawner.Valid()) {
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reloadEffectSpawner.DeleteChildren();
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SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner);
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}
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}
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wi.ThirdPersonEntity["Model"]["Visible"] = false;
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}
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// Sound
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@@ -190,7 +202,7 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
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}
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// Get weapon model based on current person
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EntityWrapper weaponModelEntity = getRelevantWeaponModelEntity(wi);
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EntityWrapper weaponModelEntity = getRelevantWeaponEntity(wi);
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if (!weaponModelEntity.Valid()) {
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return;
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}
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