DefaultInput key 'K' to kill player, since we can't respawn when alive. Also moved TakeDamage InputCommand to HealthSystem.
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@@ -9,6 +9,7 @@
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#include "Core/EPlayerDamage.h"
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#include "Core/EPlayerHealthPickup.h"
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#include "Core/EPlayerDeath.h"
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#include "../Engine/Input/EInputCommand.h"
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#include <tuple>
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#include <vector>
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@@ -28,7 +29,9 @@ private:
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
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EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e);
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EventRelay<HealthSystem, Events::InputCommand> m_InputCommand;
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bool HealthSystem::OnInputCommand(Events::InputCommand& e);
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//vector which will keep track of health changes
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std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
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@@ -24,4 +24,5 @@ F1=ToggleEditor
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C=ConnectToServer
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N=SwitchToServer
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M=SwitchToClient
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P=SwitchToPlayer
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P=SwitchToPlayer
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K=TakeDamage,1500
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@@ -7,6 +7,7 @@ HealthSystem::HealthSystem(SystemParams params)
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//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &HealthSystem::OnPlayerDamaged);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &HealthSystem::OnPlayerHealthPickup);
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EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &HealthSystem::OnInputCommand);
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}
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void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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@@ -29,6 +30,17 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
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return true;
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}
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bool HealthSystem::OnInputCommand(Events::InputCommand& e)
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{
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if (e.Command == "TakeDamage" && e.Value > 0 && LocalPlayer.Valid()) {
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Events::PlayerDamage ev;
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ev.Victim = LocalPlayer;
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ev.Damage = e.Value;
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m_EventBroker->Publish(ev);
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}
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return true;
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}
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bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e)
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{
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ComponentWrapper cHealth = e.Player["Health"];
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@@ -52,12 +52,6 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
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return true;
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}
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}
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if (e.Command == "TakeDamage" && e.Value > 0 && LocalPlayer.Valid()) {
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Events::PlayerDamage ev;
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ev.Victim = LocalPlayer;
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ev.Damage = e.Value;
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m_EventBroker->Publish(ev);
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}
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return false;
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}
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