fixup! Merge remote-tracking branch 'origin/master' into WeaponSystem
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@@ -21,8 +21,8 @@ public:
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DamageIndicatorSystem(SystemParams params);
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private:
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EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_DamageTakenFromPlayer;
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bool OnPlayerDamageTaken(Events::PlayerDamage& e);
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EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool OnPlayerDamage(Events::PlayerDamage& e);
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EventRelay<DamageIndicatorSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera& e);
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@@ -3,7 +3,7 @@
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DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_DamageTakenFromPlayer, &DamageIndicatorSystem::OnPlayerDamageTaken);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &DamageIndicatorSystem::OnPlayerDamage);
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//current camera
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DamageIndicatorSystem::OnSetCamera);
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@@ -12,23 +12,27 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
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}
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bool DamageIndicatorSystem::OnPlayerDamageTaken(Events::PlayerDamage& e)
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bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
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{
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if (m_CurrentCamera == -1) {
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if (m_CurrentCamera == EntityID_Invalid) {
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return false;
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}
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if (e.Victim != LocalPlayer) {
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return false;
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}
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//grab players direction
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auto playerOrientation = glm::quat((glm::vec3)e.Player["Transform"]["Orientation"]);
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auto playerOrientation = glm::quat((glm::vec3)e.Victim["Transform"]["Orientation"]);
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//get the position vectors, but ignore the y-height
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auto enemyPosition = (glm::vec3) e.PlayerShooter["Transform"]["Position"];
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auto playerPosition = (glm::vec3) e.Player["Transform"]["Position"];
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auto enemyPosition = (glm::vec3)e.Inflictor["Transform"]["Position"];
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auto playerPosition = (glm::vec3)e.Victim["Transform"]["Position"];
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enemyPosition.y = 0.0f;
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playerPosition.y = 0.0f;
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//calculate the enemy to player vector
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auto enemyPlayerVector = glm::normalize((glm::vec3) playerPosition - enemyPosition);
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auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
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//get angle from players current rotation, this angle is how much you rotate around the y-axis
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auto playerAngle = glm::angle(playerOrientation);
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@@ -323,6 +323,7 @@ bool AssaultWeaponBehaviour::shoot(double damage)
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// Deal damage!
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Events::PlayerDamage ePlayerDamage;
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ePlayerDamage.Inflictor = m_Player;
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ePlayerDamage.Victim = victim;
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ePlayerDamage.Damage = damage;
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m_EventBroker->Publish(ePlayerDamage);
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@@ -93,6 +93,4 @@ bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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// Select primary weapon on player spawn
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// TODO: Select the active one specified by player component
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return true;
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}
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ePlayerDamage.PlayerShooter = eShoot.Player;
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}
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