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