Assault tracer fixed
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@@ -92,7 +92,7 @@
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<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
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<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
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</c:Model>
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</c:Model>
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<c:Transform>
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<c:Transform>
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<Position X="0.120748267" Y="-0.22843127" Z="-0.181454584"/>
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<Position X="0.120748267" Y="-0.22843127" Z="-0.181454599"/>
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<Orientation X="0.0102799674" Y="-0.00312504289" Z="0.0428140014"/>
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<Orientation X="0.0102799674" Y="-0.00312504289" Z="0.0428140014"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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@@ -131,7 +131,7 @@
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<EntityFile>Schema/Entities/RayAssaultBlue.xml</EntityFile>
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<EntityFile>Schema/Entities/RayAssaultBlue.xml</EntityFile>
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</c:Spawner>
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</c:Spawner>
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<c:Transform>
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<c:Transform>
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<Position X="0.00123506912" Y="-0.00209517847" Z="-0.681198895"/>
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<Position X="0.00123506912" Y="-0.00209517847" Z="-0.0250000004"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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<Children/>
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<Children/>
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@@ -235,7 +235,8 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
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float distance = traceRayDistance(origin, direction);
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float distance = traceRayDistance(origin, direction);
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EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner, tracerSpawner);
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EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner, tracerSpawner);
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if (ray.Valid()) {
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if (ray.Valid()) {
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((Field<glm::vec3>)ray["Transform"]["Scale"]).z(distance);
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((Field<glm::vec3>)ray["Transform"]["Scale"]).x(distance);
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((Field<glm::vec3>)ray["Transform"]["Position"]).z(-distance/2.f);
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}
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}
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}
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}
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//MuzzleFlash
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//MuzzleFlash
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@@ -462,8 +462,8 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
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}
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}
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// Temp hit decal
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// Temp hit decal
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EntityWrapper hit = ResourceManager::Load<EntityFile>("Schema/Entities/HitTest.xml")->MergeInto(m_World);
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// EntityWrapper hit = ResourceManager::Load<EntityFile>("Schema/Entities/HitTest.xml")->MergeInto(m_World);
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(Field<glm::vec3>)hit["Transform"]["Position"] = pick.Position;
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// (Field<glm::vec3>)hit["Transform"]["Position"] = pick.Position;
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// Don't let us shoot ourselves in the foot somehow
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// Don't let us shoot ourselves in the foot somehow
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if (victim == LocalPlayer) {
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if (victim == LocalPlayer) {
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@@ -490,7 +490,7 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
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}
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}
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damageSum[victim] += pelletDamage;
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damageSum[victim] += pelletDamage;
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((Field<glm::vec4>)hit["Model"]["Color"]).z(1.f);
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// ((Field<glm::vec4>)hit["Model"]["Color"]).z(1.f);
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}
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}
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// Deal damage!
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// Deal damage!
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