Hack to sync ammo over network until we have input replaying + Reload effect from all views

This commit is contained in:
2016-02-12 01:45:54 +01:00
parent 30f454e6a4
commit 5295133311
11 changed files with 171 additions and 71 deletions
@@ -1,6 +1,7 @@
#include "Sound/EPlaySoundOnEntity.h"
#include "Collision/Collision.h"
#include "Rendering/AnimationSystem.h"
#include "Core/ConfigFile.h"
#include "WeaponBehaviour.h"
#include "../SpawnerSystem.h"
#include "Core/EPlayerDamage.h"
@@ -19,11 +20,13 @@ public:
private:
EntityWrapper m_FirstPersonModel;
EntityWrapper m_ThirdPersonModel;
// State
bool m_Firing = false;
bool m_Reloading = false;
double m_ReloadTimer = 0.0;
EntityWrapper m_ReloadImpersonator;
EntityWrapper m_FirstPersonReloadImpersonator;
EntityWrapper m_ThirdPersonReloadImpersonator;
double m_TimeSinceLastFire = 0.0;
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;