Merge branch 'master' into HUD-Timers
# Conflicts: # resources/Schema/Components.xsd # resources/Schema/Entities/PlayerRed.xml # resources/Schema/Types/Entity.xsd
This commit is contained in:
+10
-5
@@ -16,7 +16,7 @@
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#include "Game/Systems/PickupSpawnSystem.h"
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#include "Game/Systems/AmmoPickupSystem.h"
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#include "Game/Systems/DamageIndicatorSystem.h"
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#include "Game/Systems/Weapon/WeaponSystem.h"
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#include "Game/Systems/Weapon/DefenderWeaponBehaviour.h"
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#include "Rendering/AnimationSystem.h"
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#include "Game/Systems/HealthHUDSystem.h"
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#include "Rendering/BoneAttachmentSystem.h"
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@@ -49,13 +49,12 @@ Game::Game(int argc, char* argv[])
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ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
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DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
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LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
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PlayerSpawnSystem::SetRespawnTime(m_Config->Get<float>("Debug.RespawnTime", 15.0f));
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// Create the core event broker
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m_EventBroker = new EventBroker();
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// Create the renderer
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m_Renderer = new Renderer(m_EventBroker);
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m_Renderer = new Renderer(m_EventBroker, m_Config);
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m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
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m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
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m_Renderer->SetResolution(Rectangle::Rectangle(
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@@ -99,6 +98,10 @@ Game::Game(int argc, char* argv[])
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m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
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m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
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}
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} else {
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// If network is disabled, pretend we're a server
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m_IsClient = true;
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m_IsServer = true;
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}
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// Create Octrees
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@@ -121,7 +124,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
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m_SystemPipeline->AddSystem<DefenderWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
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@@ -137,7 +140,6 @@ Game::Game(int argc, char* argv[])
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
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@@ -147,6 +149,9 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
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// Octree for frustum culling must be updated after collisions, otherwise players frustum may be moved after tree is filled, and wrong things are culled.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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