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
This commit is contained in:
viktorljung
2016-03-13 15:17:15 +01:00
156 changed files with 25815 additions and 19649 deletions
@@ -2,7 +2,7 @@
void AssaultWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
{
double& fireCooldown = cWeapon["FireCooldown"];
Field<double> fireCooldown = cWeapon["FireCooldown"];
fireCooldown = glm::max(0.0, fireCooldown - dt);
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
@@ -11,30 +11,30 @@ void AssaultWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWra
void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
{
// Start reloading automatically if at 0 mag ammo
int& magAmmo = cWeapon["MagazineAmmo"];
Field<int> magAmmo = cWeapon["MagazineAmmo"];
if (m_ConfigAutoReload && magAmmo <= 0) {
OnReload(cWeapon, wi);
}
// Only start reloading once we're done firing
bool& reloadQueued = cWeapon["ReloadQueued"];
double& fireCooldown = cWeapon["FireCooldown"];
bool& isReloading = cWeapon["IsReloading"];
Field<bool> reloadQueued = cWeapon["ReloadQueued"];
Field<double> fireCooldown = cWeapon["FireCooldown"];
Field<bool> isReloading = cWeapon["IsReloading"];
if (reloadQueued && fireCooldown <= 0) {
reloadQueued = fireCooldown;
isReloading = true;
}
// Decrement reload timer
double& reloadTimer = cWeapon["ReloadTimer"];
Field<double> reloadTimer = cWeapon["ReloadTimer"];
if (isReloading) {
reloadTimer = glm::max(0.0, reloadTimer - dt);
}
// Handle reloading
if (isReloading && reloadTimer <= 0.0) {
int& magSize = cWeapon["MagazineSize"];
int& ammo = cWeapon["Ammo"];
Field<int> magSize = cWeapon["MagazineSize"];
Field<int> ammo = cWeapon["Ammo"];
int usedAmmo = glm::max(0, magSize - magAmmo);
magAmmo = glm::clamp(ammo + magAmmo, 0, magSize);
@@ -56,15 +56,15 @@ void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
// Restore view angle
if (IsClient) {
float& currentTravel = cWeapon["CurrentTravel"];
float& returnSpeed = cWeapon["ViewReturnSpeed"];
Field<float> currentTravel = cWeapon["CurrentTravel"];
Field<float> returnSpeed = cWeapon["ViewReturnSpeed"];
if (currentTravel > 0) {
float change = returnSpeed * dt;
currentTravel = glm::max(0.f, currentTravel - change);
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
if (camera.Valid()) {
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
cameraOrientation.x -= change;
Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
cameraOrientation.x(cameraOrientation.x() - change);
}
}
}
@@ -79,7 +79,7 @@ void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
if (rootNode.Valid()) {
EntityWrapper blend = rootNode.FirstChildByName("MovementBlendAssault");
if (blend.Valid()) {
(double&)blend["Blend"]["Weight"] = animationWeight;
(Field<double>)blend["Blend"]["Weight"] = animationWeight;
}
}
@@ -104,24 +104,24 @@ void AssaultWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, Weapon
void AssaultWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
{
bool& reloadQueued = cWeapon["ReloadQueued"];
bool& isReloading = cWeapon["IsReloading"];
Field<bool> reloadQueued = cWeapon["ReloadQueued"];
Field<bool> isReloading = cWeapon["IsReloading"];
if (reloadQueued || isReloading) {
return;
}
int& magAmmo = cWeapon["MagazineAmmo"];
int& magSize = cWeapon["MagazineSize"];
Field<int> magAmmo = cWeapon["MagazineAmmo"];
Field<int> magSize = cWeapon["MagazineSize"];
if (magAmmo >= magSize) {
return;
}
int& ammo = cWeapon["Ammo"];
Field<int> ammo = cWeapon["Ammo"];
if (ammo <= 0) {
return;
}
double reloadTime = cWeapon["ReloadTime"];
double& reloadTimer = cWeapon["ReloadTimer"];
Field<double> reloadTime = cWeapon["ReloadTime"];
Field<double> reloadTimer = cWeapon["ReloadTimer"];
// Start reload
reloadQueued = true;
@@ -161,7 +161,7 @@ void AssaultWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
// Sound
Events::PlaySoundOnEntity e;
e.EmitterID = wi.Player.ID;
e.Emitter = wi.Player;
e.FilePath = "Audio/weapon/Assault/AssaultWeaponReload.wav";
m_EventBroker->Publish(e);
}
@@ -194,13 +194,32 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
// Ammo
int& magAmmo = cWeapon["MagazineAmmo"];
Field<int> magAmmo = cWeapon["MagazineAmmo"];
if (magAmmo <= 0) {
return;
} else {
magAmmo -= 1;
}
// View punch
if (IsClient) {
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
if (camera.Valid()) {
Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
float viewPunch = cWeapon["ViewPunch"];
float maxTravelAngle = cWeapon["MaxTravelAngle"];
Field<float> currentTravel = cWeapon["CurrentTravel"];
if (currentTravel < maxTravelAngle) {
float change = viewPunch;
if (currentTravel + change > maxTravelAngle) {
change = maxTravelAngle - currentTravel;
}
cameraOrientation.x(cameraOrientation.x() + change);
currentTravel += change;
}
}
}
// Get weapon model based on current person
EntityWrapper weaponModelEntity = getRelevantWeaponEntity(wi);
if (!weaponModelEntity.Valid()) {
@@ -210,12 +229,12 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
// Tracer
EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzleRay");
if (tracerSpawner.Valid()) {
glm::vec3 origin = Transform::AbsolutePosition(tracerSpawner);
glm::vec3 direction = glm::quat(Transform::AbsoluteOrientationEuler(tracerSpawner)) * glm::vec3(0, 0, -1);
glm::vec3 origin = TransformSystem::AbsolutePosition(tracerSpawner);
glm::vec3 direction = glm::quat(TransformSystem::AbsoluteOrientationEuler(tracerSpawner)) * glm::vec3(0, 0, -1);
float distance = traceRayDistance(origin, direction);
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner, tracerSpawner);
if (ray.Valid()) {
((glm::vec3&)ray["Transform"]["Scale"]).z = distance;
((Field<glm::vec3>)ray["Transform"]["Scale"]).z(distance);
}
}
//MuzzleFlash
@@ -235,7 +254,7 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
if (hitMarkerSpawner.Valid()) {
SpawnerSystem::Spawn(hitMarkerSpawner, hitMarkerSpawner);
Events::PlaySoundOnEntity e;
e.EmitterID = wi.Player.ID;
e.Emitter = wi.Player;
e.FilePath = "Audio/weapon/hitclick.wav";
m_EventBroker->Publish(e);
}
@@ -273,7 +292,7 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
// Sound
Events::PlaySoundOnEntity e;
e.EmitterID = wi.Player.ID;
e.Emitter = wi.Player;
e.FilePath = "Audio/weapon/Assault/AssaultWeaponFire.wav";
m_EventBroker->Publish(e);
}