DoubleJumping now in InputController instead.
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@@ -15,7 +15,11 @@ public:
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virtual const glm::vec3 Rotation() const { return m_Rotation; }
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virtual bool Jumping() const { return m_Jumping; }
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virtual bool Crouching() const { return m_Crouching; }
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virtual bool DoubleJumping() const { return m_DoubleJumping; }
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virtual void SetDoubleJumping(bool isDoubleJumping) {
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m_DoubleJumping = isDoubleJumping;
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}
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void LockMouse();
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void UnlockMouse();
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virtual bool OnCommand(const Events::InputCommand& e) override;
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@@ -27,8 +31,9 @@ protected:
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glm::vec3 m_Rotation;
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glm::vec3 m_Movement;
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bool m_Jumping = false;
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bool m_DoubleJumping = false;
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bool m_Crouching = false;
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EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
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bool OnLockMouse(const Events::LockMouse& e);
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EventRelay<EventContext, Events::UnlockMouse> m_EUnlockMouse;
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@@ -36,7 +41,7 @@ protected:
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};
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template <typename EventContext>
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FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
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FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
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: InputController(eventBroker)
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, m_PlayerID(playerID)
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{
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@@ -113,14 +118,14 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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template <typename EventContext>
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bool FirstPersonInputController<EventContext>::OnUnlockMouse(const Events::UnlockMouse& e)
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{
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m_MouseLocked = false;
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m_MouseLocked = false;
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return true;
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}
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template <typename EventContext>
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bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMouse& e)
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{
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m_MouseLocked = true;
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m_MouseLocked = true;
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return true;
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}
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