Merge remote-tracking branch 'origin/master' into Movement
# Conflicts: # include/Game/Systems/Weapon/DefenderWeaponBehaviour.h # resources/Schema/Components.xsd # resources/Schema/Entities/CP_Rocky2.xml # resources/Schema/Entities/MuzzleFlashBlue.xml # resources/Schema/Entities/MuzzleFlashFire.xml # resources/Schema/Entities/MuzzleFlashRed.xml # resources/Schema/Types/Entity.xsd # resources/Shaders/Sprite.frag.glsl # src/Game/Systems/AbilityCooldownHUDSystem.cpp # src/Game/Systems/BoostIconsHUDSystem.cpp # src/Game/Systems/PlayerMovementSystem.cpp # src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp # src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp # src/Game/Systems/Weapon/SidearmWeaponBehaviour.cpp
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@@ -31,7 +31,7 @@ void PlayerMovementSystem::Update(double dt)
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return;
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}
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m_SprintEffectTimer = 0.f;
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const ComponentPool* pool = m_World->GetComponents("SprintAbility");
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auto pool = m_World->GetComponents("SprintAbility");
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if (pool == nullptr) {
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return;
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}
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@@ -56,7 +56,7 @@ void PlayerMovementSystem::Update(double dt)
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playerEntityModel.Copy(sprintEffect["Model"]);
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playerEntityAnimation.Copy(sprintEffect["Animation"]);
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sprintEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"];
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((glm::vec4&)sprintEffect["ExplosionEffect"]["EndColor"]).w = 0.f;
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((Field<glm::vec4>)sprintEffect["ExplosionEffect"]["EndColor"]).w(0.f);
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sprintEffect["Animation"]["Speed1"] = 0.0;
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sprintEffect["Animation"]["Speed2"] = 0.0;
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sprintEffect["Animation"]["Speed3"] = 0.0;
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@@ -79,10 +79,10 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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// Aim pitch
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EntityWrapper cameraEntity = player.FirstChildByName("Camera");
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if (cameraEntity.Valid()) {
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glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
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cameraOrientation.x += controller->Rotation().x;
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Field<glm::vec3> cameraOrientation = cameraEntity["Transform"]["Orientation"];
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cameraOrientation.x(cameraOrientation.x() + controller->Rotation().x);
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// Limit camera pitch so we don't break our necks
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cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi<float>(), glm::half_pi<float>());
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cameraOrientation.x(glm::clamp(cameraOrientation.x(), -glm::half_pi<float>(), glm::half_pi<float>()));
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float pitch = cameraOrientation.x;
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double time = ((pitch + glm::half_pi<float>()) / glm::pi<float>());
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@@ -97,12 +97,12 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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}
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ComponentWrapper& cTransform = player["Transform"];
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glm::vec3& ori = cTransform["Orientation"];
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ori.y += controller->Rotation().y;
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Field<glm::vec3> ori = cTransform["Orientation"];
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ori.y(ori.y() + controller->Rotation().y);
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float playerMovementSpeed = player["Player"]["MovementSpeed"];
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float playerCrouchSpeed = player["Player"]["CrouchSpeed"];
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glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"];
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Field<glm::vec3> wishDirection = player["Player"]["CurrentWishDirection"];
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auto playerBoostAssaultEntity = player.FirstChildByName("BoostAssault");
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if (playerBoostAssaultEntity.Valid()) {
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playerMovementSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
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@@ -122,7 +122,8 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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ComponentWrapper cPhysics = player["Physics"];
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//Assault Dash Check
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if (player.HasComponent("DashAbility")) {
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controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"], player["DashAbility"]["CoolDownTimer"], player.ID);
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Field<double> coolDownTimer = player["DashAbility"]["CoolDownTimer"];
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controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"], coolDownTimer, player.ID);
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}
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wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
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//this makes sure you can only dash in the 4 directions: forw,backw,left,right
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@@ -136,21 +137,21 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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wishSpeed = playerMovementSpeed;
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}
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if (player.ID == m_LocalPlayer.ID) {
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if (glm::length(wishDirection) == 0) {
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if (glm::length((glm::vec3)wishDirection) == 0) {
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// If no key is pressed, reset the distance moved since last step.
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m_DistanceMoved = 0;
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}
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}
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glm::vec3& velocity = cPhysics["Velocity"];
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Field<glm::vec3> velocity = cPhysics["Velocity"];
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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//ImGui::Text(isOnGround ? "On ground" : "In air");
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//ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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glm::vec3 groundVelocity(0.f, 0.f, 0.f);
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groundVelocity.x = velocity.x;
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groundVelocity.z = velocity.z;
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groundVelocity.x = velocity.x();
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groundVelocity.z = velocity.z();
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//ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity));
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//ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
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float currentSpeedProj = glm::dot(groundVelocity, wishDirection);
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float currentSpeedProj = glm::dot(groundVelocity, (glm::vec3)wishDirection);
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float addSpeed = wishSpeed - currentSpeedProj;
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//ImGui::Text("currentSpeedProj: %f", currentSpeedProj);
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//ImGui::Text("wishSpeed: %f", wishSpeed);
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@@ -175,8 +176,8 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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if (sniperSprinting) {
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accelerationSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
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}
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velocity += accelerationSpeed * wishDirection;
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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velocity += accelerationSpeed * (glm::vec3)wishDirection;
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x(), velocity.y(), velocity.z(), glm::length((glm::vec3)velocity));
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}
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if (isOnGround) {
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@@ -186,7 +187,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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if (controller->Jumping() && !controller->Crouching()) {
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if (isOnGround) {
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(bool)cPhysics["IsOnGround"] = false;
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velocity.y = player["Player"]["JumpSpeed"];
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velocity.y(player["Player"]["JumpSpeed"]);
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if (player.Valid()) {
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@@ -218,7 +219,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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} else if (player.HasComponent("DoubleJump") && !controller->DoubleJumping()) {
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//Enter here if player can double jump and is doing so.
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(bool)cPhysics["IsOnGround"] = false;
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velocity.y = player["DoubleJump"]["DoubleJumpSpeed"];
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velocity.y(player["DoubleJump"]["DoubleJumpSpeed"]);
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if (player.Valid()) {
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EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
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@@ -259,20 +260,25 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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}
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if (player.HasComponent("AABB")) {
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glm::vec3& size = player["AABB"]["Size"];
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Field<glm::vec3> size = player["AABB"]["Size"];
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if (controller->Crouching()) {
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size = glm::vec3(1.f, 1.f, 1.f);
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} else {
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size = glm::vec3(1.f, 1.6f, 1.f);
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if (controller->CrouchingLastFrame() && isOnGround) {
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// The collision should resolve this anyway, but
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// this is more reliable, since the box gets larger.
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Field<glm::vec3> pos = cTransform["Position"];
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pos.y(pos.y() + 0.3f);
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}
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}
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}
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// TODO: Animations
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}
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playerStep(dt, player);
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controller->Reset();
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}
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playerStep(dt);
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}
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@@ -281,11 +287,11 @@ void PlayerMovementSystem::updateVelocity(EntityWrapper player, double dt)
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// Only apply velocity to local player
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ComponentWrapper& cTransform = player["Transform"];
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ComponentWrapper& cPhysics = player["Physics"];
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glm::vec3& velocity = cPhysics["Velocity"];
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Field<glm::vec3> velocity = cPhysics["Velocity"];
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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// Ground friction
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float speed = glm::length(velocity);
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float speed = glm::length((glm::vec3)velocity);
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static float groundFriction = 7.f;
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ImGui::InputFloat("groundFriction", &groundFriction);
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static float airFriction = 2.f;
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@@ -295,16 +301,16 @@ void PlayerMovementSystem::updateVelocity(EntityWrapper player, double dt)
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if (speed > 0) {
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float drop = speed * friction * (float)dt;
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float multiplier = glm::max(speed - drop, 0.f) / speed;
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velocity.x *= multiplier;
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velocity.z *= multiplier;
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velocity.x(velocity.x() * multiplier);
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velocity.z(velocity.z() * multiplier);
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}
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// Gravity
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if (cPhysics["Gravity"]) {
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velocity.y -= 9.82f * (float)dt;
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velocity.y(velocity.y() - (9.82f * (float)dt));
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}
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glm::vec3& position = cTransform["Position"];
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Field<glm::vec3> position = cTransform["Position"];
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position += velocity * (float)dt;
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}
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@@ -327,12 +333,12 @@ void PlayerMovementSystem::setAim(EntityWrapper root, std::string weaponNodeName
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}
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}
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void PlayerMovementSystem::playerStep(double dt)
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void PlayerMovementSystem::playerStep(double dt, EntityWrapper player)
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{
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if (!m_LocalPlayer.Valid()) {
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// Position of the local player, used see how far a player has moved.
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if(!IsClient) {
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return;
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}
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// Position of the local player, used see how far a player has moved.
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glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"];
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// Used to see if a player is airborne.
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bool grounded = (bool)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["IsOnGround"];
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@@ -343,8 +349,8 @@ void PlayerMovementSystem::playerStep(double dt)
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// Player moved a step's distance
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// Create footstep sound
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Events::PlaySoundOnEntity e;
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e.EmitterID = m_LocalPlayer.ID;
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e.FilePath = m_LeftFoot ? "Audio/footstep/footstep2.wav" : "Audio/footstep/footstep3.wav";
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e.Emitter = m_LocalPlayer;
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e.FilePath = m_LeftFoot ? "Audio/Footstep/Footstep2.wav" : "Audio/Footstep/Footstep3.wav";
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m_LeftFoot = !m_LeftFoot;
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m_EventBroker->Publish(e);
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m_DistanceMoved = 0.f;
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@@ -500,9 +506,9 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
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dashEffectModel.AttachComponent("ExplosionEffect");
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dashEffectModel["ExplosionEffect"]["EndColor"] = (glm::vec4)playerModel["Model"]["Color"];
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((glm::vec4&)dashEffectModel["ExplosionEffect"]["EndColor"]).w = 0.f;
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(double&)dashEffectModel["ExplosionEffect"]["ExplosionDuration"] = dashEffect["Lifetime"]["Lifetime"];
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(glm::vec3&)dashEffectModel["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 1, 0) + (0.2f * controller->Movement());
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((Field<glm::vec4>)dashEffectModel["ExplosionEffect"]["EndColor"]).w = 0.f;
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(Field<double>)dashEffectModel["ExplosionEffect"]["ExplosionDuration"] = dashEffect["Lifetime"]["Lifetime"];
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(Field<glm::vec3>)dashEffectModel["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 1, 0) + (0.2f * controller->Movement());
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@@ -510,7 +516,7 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
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auto animationChildren = dashEffectModel.ChildrenWithComponent("Animation");
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for (auto animationEntity : animationChildren) {
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(bool&)animationEntity["Animation"]["Play"] = false;
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(Field<bool>)animationEntity["Animation"]["Play"] = false;
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}
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*/
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}
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