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