Merge remote-tracking branch 'origin/master' into TCPConnections

This commit is contained in:
Jocke
2016-02-03 10:29:36 +01:00
127 changed files with 3135 additions and 690 deletions
+24
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@@ -0,0 +1,24 @@
#include "Common.h"
#include "Core/System.h"
class ExplosionEffectSystem : public PureSystem
{
public:
ExplosionEffectSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("ExplosionEffect")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
{
if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
(double)component["TimeSinceDeath"] = 0.f;
}
(double&)component["TimeSinceDeath"] += dt;
//if ((bool)Component["Gravity"] == true) {
// (bool)Component["ExponentialAccelaration"] = false;
//}
}
};
+5 -2
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@@ -14,6 +14,7 @@
#include "Core/EKeyDown.h"
#include "Core/EntityFilePreprocessor.h"
#include "Core/SystemPipeline.h"
#include "ExplosionEffectSystem.h"
#include "Editor/EditorSystem.h"
#include "Core/EntityFile.h"
#include "Rendering/RenderSystem.h"
@@ -21,6 +22,7 @@
#include "Core/Octree.h"
#include "Rendering/Font.h"
#include "Systems/InterpolationSystem.h"
#include "Collision/EntityAABB.h"
// Network
#include <boost/thread.hpp>
#include "Network/Network.h"
@@ -48,8 +50,9 @@ private:
InputProxy* m_InputProxy;
GUI::Frame* m_FrameStack;
World* m_World;
Octree<AABB>* m_OctreeCollision;
Octree<AABB>* m_OctreeFrustrumCulling;
Octree<EntityAABB>* m_OctreeCollision;
Octree<EntityAABB>* m_OctreeTrigger;
Octree<EntityAABB>* m_OctreeFrustrumCulling;
SystemPipeline* m_SystemPipeline;
RenderFrame* m_RenderFrame;
// Network variables
+3 -3
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@@ -40,7 +40,7 @@ private:
int m_BlueTeamHomeCapturePoint = m_NotACapturePoint;
int m_NumberOfCapturePoints = 0;
std::map<int, EntityID> m_CapturePointNumberToEntityIDMap;
std::map<int, EntityWrapper> m_CapturePointNumberToEntityMap;
//std::vector<ComponentWrapper>
@@ -48,8 +48,8 @@ private:
bool m_ResetTimers = false;
//vectors which will keep track of enter/leave changes
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerTouchVector;
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerLeaveVector;
std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerTouchVector;
std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerLeaveVector;
};
#endif
+1 -1
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@@ -24,7 +24,7 @@ public:
private:
//methods which will take care of specific events
EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e);
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
+21
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@@ -0,0 +1,21 @@
#ifndef LifetimeSystem_h__
#define LifetimeSystem_h__
#include "Core/System.h"
class LifetimeSystem : public ImpureSystem, PureSystem
{
public:
LifetimeSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("Lifetime")
{ }
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cLifetime, double dt) override;
private:
std::vector<EntityWrapper> m_Deletions;
};
#endif
+23
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@@ -0,0 +1,23 @@
#ifndef PlayerHUD_h__
#define PlayerHUD_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
#include "../../Engine/Rendering/ESetCamera.h"
#include <imgui/imgui.h>
class PlayerHUD : public ImpureSystem
{
public:
PlayerHUD(World* world, EventBroker* eventBrokerer);
~PlayerHUD();
virtual void Update(double dt) override;
private:
World* m_World;
EventBroker* m_EventBroker;
};
#endif
+3 -1
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@@ -11,6 +11,8 @@
#include "Core/EShoot.h"
#include "Core/EPlayerSpawned.h"
#include "Input/EInputCommand.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include <tuple>
#include <vector>
@@ -33,7 +35,7 @@ private:
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e);
EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
bool WeaponSystem::OnShoot(const Events::Shoot& e);
bool WeaponSystem::OnShoot(Events::Shoot& e);
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
};