Merge remote-tracking branch 'origin/master' into Menu
# Conflicts: # src/Game/Game.cpp
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-1
@@ -14,6 +14,7 @@
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#include "Game/Systems/CapturePointSystem.h"
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#include "Game/Systems/CapturePointHUDSystem.h"
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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 "Rendering/AnimationSystem.h"
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@@ -44,6 +45,7 @@ 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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@@ -120,12 +122,12 @@ 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<PlayerDeathSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<WeaponSystem>(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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m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
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// Populate Octree with collidables
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@@ -136,6 +138,7 @@ Game::Game(int argc, char* argv[])
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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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m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
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// Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
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