Merge pull request #60 from teamfisk/3rdPersonDeathCam
3rd person death cam
This commit is contained in:
@@ -43,6 +43,11 @@ struct ComponentWrapper
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// Specialization for string literals
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template <std::size_t N>
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void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
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void Copy(ComponentWrapper& destination)
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{
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memcpy(destination.Data, this->Data, Info.Stride);
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}
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struct SubscriptProxy
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{
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@@ -9,6 +9,7 @@ namespace Events
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struct PlayerDamage : Event
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{
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//NOTE: this struct is missing information on what the damageSource is
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EntityWrapper Player;
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double Damage;
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};
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@@ -2,7 +2,7 @@
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#define EPlayerDeath_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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@@ -10,8 +10,7 @@ namespace Events
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struct PlayerDeath : Event
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{
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//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
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EntityID KilledBy;
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EntityID PlayerID;
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EntityWrapper Player;
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std::string KilledByWhat;
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};
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@@ -0,0 +1,29 @@
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#ifndef PlayerDeathSystem_h__
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#define PlayerDeathSystem_h__
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#include "Core/System.h"
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#include "Input/EInputCommand.h"
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#include "GLM.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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#include "Core/EntityFile.h"
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#include "Core/EntityFileParser.h"
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#include "Core/EPlayerDeath.h"
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class PlayerDeathSystem : public ImpureSystem
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{
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public:
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PlayerDeathSystem(World* world, EventBroker* eventBroker);
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virtual void Update(double dt) override;
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private:
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EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath;
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bool OnPlayerDeath(Events::PlayerDeath& e);
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void createDeathEffect(EntityWrapper player);
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};
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#endif
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@@ -3,6 +3,7 @@
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#include "Systems/SpawnerSystem.h"
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#include "Events/ESpawnerSpawn.h"
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#include "Core/EPlayerSpawned.h"
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#include "Core/EPlayerDeath.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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@@ -143,7 +143,7 @@
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</Team>
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</c:Team>
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<c:Transform>
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<Position X="57.7363472" Y="1.18853188" Z="79.5"/>
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<Position X="57.7363472" Y="2.38900018" Z="79.5"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -205,7 +205,7 @@
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</Team>
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</c:Team>
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<c:Transform>
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<Position X="-60.2567062" Y="1.60000002" Z="-78.1000061"/>
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<Position X="-60.2567062" Y="3.4000001" Z="-78.1000061"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -0,0 +1,43 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Entity name="Explosion" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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<c:Animation>
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<Name>Hold Pos</Name>
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</c:Animation>
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<c:Lifetime>
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<Lifetime>2.5</Lifetime>
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</c:Lifetime>
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<c:ExplosionEffect>
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<ColorByDistance>true</ColorByDistance>
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<Velocity X="0" Y="7.76300049" Z="0"/>
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<ExplosionOrigin X="0" Y="0.67900002" Z="0"/>
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<ExponentialAccelaration>true</ExponentialAccelaration>
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<ExplosionDuration>3</ExplosionDuration>
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<EndColor A="0" B="0" G="0" R="1"/>
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<Randomness>true</Randomness>
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</c:ExplosionEffect>
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<c:Model>
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<Resource>Models/AssaultAnimated.mesh</Resource>
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<Color A="1" B="0" G="0" R="1"/>
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<Transparent>true</Transparent>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="0" Z="3.46966481"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="Camera">
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<Components>
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<c:Camera/>
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<c:Transform>
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<Position X="0" Y="2.49700022" Z="4.31700039"/>
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<Orientation X="5.95600033" Y="0" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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@@ -8,6 +8,7 @@
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#include "Systems/PlayerMovementSystem.h"
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#include "Systems/SpawnerSystem.h"
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#include "Systems/PlayerSpawnSystem.h"
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#include "Systems/PlayerDeathSystem.h"
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#include "Core/EntityFileWriter.h"
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#include "Game/Systems/CapturePointSystem.h"
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#include "Game/Systems/WeaponSystem.h"
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@@ -88,6 +89,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<InterpolationSystem>(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);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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@@ -20,7 +20,10 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
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health -= e.Damage;
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if (health <= 0.0) {
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m_World->DeleteEntity(e.Player.ID);
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Events::PlayerDeath ePlayerDeath;
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ePlayerDeath.Player = e.Player;
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m_EventBroker->Publish(ePlayerDeath);
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//Note: we will delete the entity in PlayerDeathSystem
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}
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return true;
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@@ -0,0 +1,57 @@
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#include "Systems/PlayerDeathSystem.h"
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PlayerDeathSystem::PlayerDeathSystem(World* m_World, EventBroker* eventBroker)
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: System(m_World, eventBroker)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath);
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}
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void PlayerDeathSystem::Update(double dt)
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{
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}
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bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e)
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{
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if (!e.Player.Valid()) {
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return false;
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}
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createDeathEffect(e.Player);
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// Delete player
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m_World->DeleteEntity(e.Player.ID);
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return true;
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}
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void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
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{
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//load the explosioneffect XML
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auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
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EntityFileParser parser(deathEffect);
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EntityID deathEffectID = parser.MergeEntities(m_World);
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EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
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//components that we need from player
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auto playerCamera = player.FirstChildByName("Camera");
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auto playerEntityModel = player.FirstChildByName("PlayerModel")["Model"];
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auto playerEntityAnimation = player.FirstChildByName("PlayerModel")["Animation"];
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//copy the data from player to explisioneffectmodel
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playerEntityModel.Copy(deathEffectEW["Model"]);
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playerEntityAnimation.Copy(deathEffectEW["Animation"]);
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//freeze the animation
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deathEffectEW["Animation"]["Speed"] = 0.0;
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//copy the models position,orientation
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deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
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deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
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//effect,camera is relative to playersPosition
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//deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0);
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//camera (with lifetime) behind the player
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auto cam = deathEffectEW.FirstChildByName("Camera");
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Events::SetCamera eSetCamera;
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eSetCamera.CameraEntity = cam;
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m_EventBroker->Publish(eSetCamera);
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}
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@@ -75,7 +75,9 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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// Check if a player already exists
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if (m_PlayerEntities.count(e.PlayerID) != 0) {
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// TODO: Disallow infinite respawning here
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m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
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if (m_PlayerEntities[e.PlayerID].Valid()) {
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m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
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}
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}
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// Store the player for future reference
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