Merge remote-tracking branch 'origin/master' into TCPConnections
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@@ -0,0 +1,24 @@
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#include "Common.h"
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#include "Core/System.h"
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class ExplosionEffectSystem : public PureSystem
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{
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public:
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ExplosionEffectSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("ExplosionEffect")
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{ }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
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{
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if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
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(double)component["TimeSinceDeath"] = 0.f;
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}
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(double&)component["TimeSinceDeath"] += dt;
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//if ((bool)Component["Gravity"] == true) {
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// (bool)Component["ExponentialAccelaration"] = false;
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//}
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}
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};
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+5
-2
@@ -14,6 +14,7 @@
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#include "Core/EKeyDown.h"
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#include "Core/EntityFilePreprocessor.h"
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#include "Core/SystemPipeline.h"
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#include "ExplosionEffectSystem.h"
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#include "Editor/EditorSystem.h"
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#include "Core/EntityFile.h"
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#include "Rendering/RenderSystem.h"
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@@ -21,6 +22,7 @@
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#include "Core/Octree.h"
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#include "Rendering/Font.h"
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#include "Systems/InterpolationSystem.h"
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#include "Collision/EntityAABB.h"
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// Network
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#include <boost/thread.hpp>
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#include "Network/Network.h"
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@@ -48,8 +50,9 @@ private:
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InputProxy* m_InputProxy;
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GUI::Frame* m_FrameStack;
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World* m_World;
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Octree<AABB>* m_OctreeCollision;
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Octree<AABB>* m_OctreeFrustrumCulling;
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Octree<EntityAABB>* m_OctreeCollision;
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Octree<EntityAABB>* m_OctreeTrigger;
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Octree<EntityAABB>* m_OctreeFrustrumCulling;
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SystemPipeline* m_SystemPipeline;
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RenderFrame* m_RenderFrame;
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// Network variables
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@@ -40,7 +40,7 @@ private:
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int m_BlueTeamHomeCapturePoint = m_NotACapturePoint;
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int m_NumberOfCapturePoints = 0;
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std::map<int, EntityID> m_CapturePointNumberToEntityIDMap;
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std::map<int, EntityWrapper> m_CapturePointNumberToEntityMap;
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//std::vector<ComponentWrapper>
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@@ -48,8 +48,8 @@ private:
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bool m_ResetTimers = false;
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//vectors which will keep track of enter/leave changes
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std::vector<std::tuple<EntityID, EntityID>> m_ETriggerTouchVector;
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std::vector<std::tuple<EntityID, EntityID>> m_ETriggerLeaveVector;
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std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerTouchVector;
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std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerLeaveVector;
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};
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#endif
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@@ -24,7 +24,7 @@ public:
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private:
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//methods which will take care of specific events
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EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e);
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
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EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
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@@ -0,0 +1,21 @@
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#ifndef LifetimeSystem_h__
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#define LifetimeSystem_h__
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#include "Core/System.h"
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class LifetimeSystem : public ImpureSystem, PureSystem
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{
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public:
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LifetimeSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Lifetime")
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{ }
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cLifetime, double dt) override;
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private:
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std::vector<EntityWrapper> m_Deletions;
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};
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#endif
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@@ -0,0 +1,23 @@
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#ifndef PlayerHUD_h__
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#define PlayerHUD_h__
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#include "../../Engine/Core/System.h"
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#include "../../Engine/GLM.h"
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#include "../../Engine/Rendering/ESetCamera.h"
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#include <imgui/imgui.h>
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class PlayerHUD : public ImpureSystem
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{
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public:
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PlayerHUD(World* world, EventBroker* eventBrokerer);
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~PlayerHUD();
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virtual void Update(double dt) override;
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private:
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World* m_World;
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EventBroker* m_EventBroker;
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};
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#endif
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@@ -11,6 +11,8 @@
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#include "Core/EShoot.h"
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#include "Core/EPlayerSpawned.h"
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#include "Input/EInputCommand.h"
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#include "Core/EntityFile.h"
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#include "Core/EntityFileParser.h"
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#include <tuple>
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#include <vector>
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@@ -33,7 +35,7 @@ private:
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EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e);
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EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
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bool WeaponSystem::OnShoot(const Events::Shoot& e);
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bool WeaponSystem::OnShoot(Events::Shoot& e);
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
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bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
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};
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