Added component CapturePointGameMode that contains respawntime.
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@@ -1,29 +1,40 @@
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#include "Systems/PlayerSpawnSystem.h"
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//This should be set by the config anyway.
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float PlayerSpawnSystem::m_RespawnTime = 15.0f;
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PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
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: System(params)
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, m_Timer(0.f)
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, m_DbgConfigForceRespawn(false)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
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EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
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m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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m_NetworkEnabled = config->Get("Networking.StartNetwork", false);
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m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f);
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m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0;
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}
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void PlayerSpawnSystem::Update(double dt)
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{
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//Increase timer.
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m_Timer += dt;
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if (m_Timer < m_RespawnTime) {
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return;
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// If there are no CapturePointGameMode components we will just spawn immediately.
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// Should be able to support older maps with this.
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// TODO: In the future we might want to return instead, to avoid spawning in the menu for instance.
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auto pool = m_World->GetComponents("CapturePointGameMode");
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if (pool != nullptr)
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{
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// Take the first CapturePointGameMode component found.
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ComponentWrapper& modeComponent = *pool->begin();
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// Increase timer.
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double& timer = (double&)modeComponent["RespawnTime"];
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timer += dt;
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double maxRespawnTime = m_DbgConfigForceRespawn ? m_ForcedRespawnTime : (double)modeComponent["MaxRespawnTime"];
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if (timer < maxRespawnTime) {
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return;
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}
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// If respawn time has passed, we spawn all players that have requested to be spawned.
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timer = 0;
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}
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//If respawn time has passed, we spawn all players that have requested to be spawned.
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m_Timer = 0.f;
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//If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
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// If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
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if (m_SpawnRequests.size() == 0) {
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return;
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}
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