Hack to sync ammo over network until we have input replaying + Reload effect from all views
This commit is contained in:
@@ -411,16 +411,26 @@ void Client::sendLocalPlayerTransform()
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return;
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}
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Packet packet(MessageType::PlayerTransform, m_SendPacketID);
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ComponentWrapper cTransform = m_LocalPlayer["Transform"];
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glm::vec3& position = cTransform["Position"];
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glm::vec3& orientation = cTransform["Orientation"];
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Packet packet(MessageType::PlayerTransform, m_SendPacketID);
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packet.WritePrimitive(position.x);
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packet.WritePrimitive(position.y);
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packet.WritePrimitive(position.z);
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packet.WritePrimitive(orientation.x);
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packet.WritePrimitive(orientation.y);
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packet.WritePrimitive(orientation.z);
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bool hasAssaultWeapon = m_LocalPlayer.HasComponent("AssaultWeapon");
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packet.WritePrimitive(hasAssaultWeapon);
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if (hasAssaultWeapon) {
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ComponentWrapper cAssaultWeapon = m_LocalPlayer["AssaultWeapon"];
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packet.WritePrimitive((int)cAssaultWeapon["MagazineAmmo"]);
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packet.WritePrimitive((int)cAssaultWeapon["Ammo"]);
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}
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send(packet);
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}
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@@ -288,7 +288,7 @@ void Server::parseOnInputCommand(Packet& packet)
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e.Value = packet.ReadPrimitive<float>();
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m_EventBroker->Publish(e);
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if (e.Command == "PrimaryFire") {
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if (e.Command == "PrimaryFire" || e.Command == "Reload") {
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m_InputCommandsToBroadcast.push_back(e);
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}
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//LOG_INFO("Server::parseOnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
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@@ -464,11 +464,23 @@ void Server::parsePlayerTransform(Packet& packet)
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orientation.y = packet.ReadPrimitive<float>();
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orientation.z = packet.ReadPrimitive<float>();
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bool hasAssaultWeapon = packet.ReadPrimitive<bool>();
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int magazineAmmo;
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int ammo;
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if (hasAssaultWeapon) {
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magazineAmmo = packet.ReadPrimitive<int>();
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ammo = packet.ReadPrimitive<int>();
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}
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PlayerID playerID = GetPlayerIDFromEndpoint(m_ReceiverEndpoint);
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EntityWrapper player(m_World, m_ConnectedPlayers.at(playerID).EntityID);
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if (player.Valid()) {
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player["Transform"]["Position"] = position;
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player["Transform"]["Orientation"] = orientation;
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if (hasAssaultWeapon) {
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player["AssaultWeapon"]["MagazineAmmo"] = magazineAmmo;
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player["AssaultWeapon"]["Ammo"] = ammo;
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}
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}
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}
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@@ -79,7 +79,6 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
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bool RenderSystem::isEntityVisible(EntityWrapper& entity)
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{
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// Only render children of a camera if that camera is currently active
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if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
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return false;
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@@ -87,7 +86,11 @@ bool RenderSystem::isEntityVisible(EntityWrapper& entity)
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// Hide things parented to local player if they have the HiddenFromLocalPlayer component
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bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
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if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) && !outOfBodyExperience) {
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if (
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(entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid())
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&& (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))
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&& !outOfBodyExperience
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) {
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return false;
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}
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@@ -40,7 +40,8 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"];
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double time = (cameraOrientation.x + glm::half_pi<float>()) / glm::pi<float>();
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float pitch = cameraOrientation.x + 0.2;
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double time = (pitch + glm::half_pi<float>()) / glm::pi<float>();
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cAnimationOffset["Time"] = time;
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}
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}
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@@ -4,6 +4,7 @@ AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRende
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: WeaponBehaviour(systemParams, renderer, collisionOctree, player)
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{
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m_FirstPersonModel = m_Player.FirstChildByName("Hands");
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m_ThirdPersonModel = m_Player.FirstChildByName("PlayerModel");
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EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
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}
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@@ -50,9 +51,14 @@ void AssaultWeaponBehaviour::Update(double dt)
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if (m_Reloading) {
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m_ReloadTimer -= dt;
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// Re-enable glow on reload impersonator half-way through the animation
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if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
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if (m_ReloadImpersonator.Valid()) {
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m_ReloadImpersonator["Model"]["GlowMap"] = true;
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if (IsClient) {
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if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
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if (m_FirstPersonReloadImpersonator.Valid()) {
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m_FirstPersonReloadImpersonator["Model"]["GlowMap"] = true;
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}
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if (m_ThirdPersonReloadImpersonator.Valid()) {
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m_ThirdPersonReloadImpersonator["Model"]["GlowMap"] = true;
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}
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}
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}
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if (m_ReloadTimer <= 0) {
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@@ -69,14 +75,18 @@ void AssaultWeaponBehaviour::Update(double dt)
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}
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if (!m_Firing && !m_Reloading) {
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playIdleAnimation();
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if (IsClient) {
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playIdleAnimation();
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}
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}
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// Disable glow map on weapon if it's out of ammo
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// Make real first person weapon model visible again
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EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
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if (firstPersonWeaponModel.Valid()) {
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firstPersonWeaponModel["Model"]["GlowMap"] = hasAmmo();
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if (IsClient) {
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EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
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if (firstPersonWeaponModel.Valid()) {
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firstPersonWeaponModel["Model"]["GlowMap"] = hasAmmo();
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}
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}
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}
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@@ -121,16 +131,19 @@ void AssaultWeaponBehaviour::fireRound()
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// Fire
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magAmmo -= 1;
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spawnTracer();
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playSound();
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viewPunch();
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playShootAnimation();
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bool hit = shoot(cAssaultWeapon["BaseDamage"]);
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if (hit) {
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showHitMarker();
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}
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m_TimeSinceLastFire = 0.0;
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// Effects
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if (IsClient) {
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spawnTracer();
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playSound();
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viewPunch();
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playShootAnimation();
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bool hit = shoot(cAssaultWeapon["BaseDamage"]);
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if (hit) {
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showHitMarker();
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}
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}
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}
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void AssaultWeaponBehaviour::spawnTracer()
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@@ -140,7 +153,8 @@ void AssaultWeaponBehaviour::spawnTracer()
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}
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EntityWrapper spawner;
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if (m_Player == LocalPlayer) {
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bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
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if (m_Player == LocalPlayer && !outOfBodyExperience) {
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spawner = m_Player.FirstChildByName("WeaponMuzzle");
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} else {
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spawner = m_Player.FirstChildByName("ThirdPersonWeaponMuzzle");
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@@ -206,7 +220,13 @@ void AssaultWeaponBehaviour::finishReload()
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// Make real first person weapon model visible again
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EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
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firstPersonWeaponModel["Model"]["Visible"] = true;
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if (firstPersonWeaponModel.Valid()) {
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firstPersonWeaponModel["Model"]["Visible"] = true;
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}
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EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
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if (thirdPersonWeaponModel.Valid()) {
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thirdPersonWeaponModel["Model"]["Visible"] = true;
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}
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m_Reloading = false;
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}
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@@ -259,19 +279,45 @@ void AssaultWeaponBehaviour::playIdleAnimation()
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void AssaultWeaponBehaviour::playReloadAnimation()
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{
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// Play animation
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ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
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cAnimation["AnimationName1"] = "ReloadSwitch";
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cAnimation["Weight1"] = 1.0;
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cAnimation["Time1"] = 0.0;
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cAnimation["Speed1"] = 0.5;
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cAnimation["Loop1"] = true;
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// First person
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if (IsClient)
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{
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ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
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cAnimation["AnimationName1"] = "ReloadSwitch";
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cAnimation["Weight1"] = 1.0;
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cAnimation["Time1"] = 0.0;
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cAnimation["Speed1"] = 0.5;
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cAnimation["Loop1"] = true;
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}
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// TODO: Third person
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//{
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// ComponentWrapper cAnimation = m_ThirdPersonModel["Animation"];
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// cAnimation["AnimationName1"] = "ReloadSwitch";
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// cAnimation["Weight1"] = 1.0;
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// cAnimation["Time1"] = 0.0;
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// cAnimation["Speed1"] = 0.5;
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// cAnimation["Loop1"] = true;
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//}
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// Hide weapon model and spawn the exploding version
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EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
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EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
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m_ReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
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firstPersonWeaponModel["Model"].Copy(m_ReloadImpersonator["Model"]);
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firstPersonWeaponModel["Model"]["Visible"] = false;
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{
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EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
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EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
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if (IsClient) {
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m_FirstPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
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firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpersonator["Model"]);
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}
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firstPersonWeaponModel["Model"]["Visible"] = false;
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}
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{
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EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
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EntityWrapper reloadSpawner = m_Player.FirstChildByName("ThirdPersonReloadSpawner");
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if (IsClient) {
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m_ThirdPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
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thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpersonator["Model"]);
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}
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thirdPersonWeaponModel["Model"]["Visible"] = false;
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}
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}
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bool AssaultWeaponBehaviour::shoot(double damage)
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