Merge remote-tracking branch 'origin/master' into TCPConnections
# Conflicts: # src/Engine/Network/Client.cpp # src/Engine/Network/Server.cpp # src/Engine/Rendering/PickingPass.cpp # src/Game/Systems/PlayerSpawnSystem.cpp
This commit is contained in:
@@ -90,10 +90,10 @@ boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
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//Returns the first entity hit by the input ray. entitiesPotentiallyHitSorted needs to be sorted
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//by their distance to the ray, e.g. result from Octree<EntityAABB>::ObjectsPossiblyHitByRay.
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//Returns boost::none if none was hit. outDistance will be the distance to the intersection point if the ray intersects.
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float outDistance, glm::vec3& outIntersectPos);
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float& outDistance, glm::vec3& outIntersectPos);
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//Returns the first entity hit by the input ray that exists in the octree.
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//outDistance will be the distance to the intersection point if the ray intersects.
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float outDistance, glm::vec3& outIntersectPos);
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float& outDistance, glm::vec3& outIntersectPos);
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}
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@@ -0,0 +1,18 @@
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#ifndef EAmmoPickup_h__
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#define EAmmoPickup_h__
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#include "EventBroker.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct AmmoPickup : Event
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{
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EntityWrapper Player;
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int AmmoGain;
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};
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}
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#endif
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@@ -9,9 +9,8 @@ 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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EntityWrapper PlayerShooter;
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EntityWrapper Inflictor;
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EntityWrapper Victim;
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double Damage;
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};
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@@ -9,7 +9,8 @@ namespace Events
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struct Shoot : Event
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{
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EntityWrapper Player;
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EntityWrapper Inflictor;
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double Damage;
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};
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}
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@@ -18,6 +18,7 @@
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#include "../Core/EPlayerSpawned.h"
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#include "../Core/Octree.h"
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#include "../Collision/EntityAABB.h"
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#include "../Core/ConfigFile.h"
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class RenderSystem : public ImpureSystem
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{
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@@ -48,6 +49,9 @@ private:
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void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
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void fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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bool isEntityVisible(EntityWrapper& entity);
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bool isChildOfACamera(EntityWrapper entity);
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bool isChildOfCurrentCamera(EntityWrapper entity);
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};
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@@ -0,0 +1,32 @@
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#ifndef AmmoPickupSystem_h__
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#define AmmoPickupSystem_h__
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#include "Core/System.h"
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#include "Core/Transform.h"
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#include "Core/ResourceManager.h"
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#include "Core/EntityFileParser.h"
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#include "Core/EPickupSpawned.h"
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#include "Core/EAmmoPickup.h"
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#include "Engine/Collision/ETrigger.h"
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#include "Common.h"
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class AmmoPickupSystem : public ImpureSystem
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{
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public:
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AmmoPickupSystem(SystemParams params);
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virtual void Update(double dt) override;
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private:
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EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(Events::TriggerTouch& e);
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struct NewAmmoPickup {
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glm::vec3 Pos;
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double AmmoGain;
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double RespawnTimer;
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double DecreaseThisRespawnTimer;
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};
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std::vector<NewAmmoPickup> m_ETriggerTouchVector;
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};
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#endif
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@@ -21,8 +21,8 @@ public:
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DamageIndicatorSystem(SystemParams params);
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private:
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EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_DamageTakenFromPlayer;
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bool OnPlayerDamageTaken(Events::PlayerDamage& e);
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EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool OnPlayerDamage(Events::PlayerDamage& e);
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EventRelay<DamageIndicatorSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera& e);
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@@ -9,6 +9,7 @@
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#include "Core/EPlayerDamage.h"
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#include "Core/EPlayerHealthPickup.h"
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#include "Core/EPlayerDeath.h"
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#include "../Engine/Input/EInputCommand.h"
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#include <tuple>
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#include <vector>
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@@ -28,7 +29,9 @@ private:
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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(Events::PlayerHealthPickup& e);
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EventRelay<HealthSystem, Events::InputCommand> m_InputCommand;
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bool HealthSystem::OnInputCommand(Events::InputCommand& e);
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//vector which will keep track of health changes
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std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
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@@ -13,6 +13,8 @@ public:
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PlayerSpawnSystem(SystemParams params);
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virtual void Update(double dt) override;
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static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
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private:
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struct SpawnRequest
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@@ -23,10 +25,19 @@ private:
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bool m_NetworkEnabled = false;
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std::vector<SpawnRequest> m_SpawnRequests;
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//Player ID -> EntityWrapper.
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std::map<int, EntityWrapper> m_PlayerEntities;
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//EntityWrapper ID -> Player ID.
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std::map<EntityID, int> m_PlayerIDs;
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static float m_RespawnTime;
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float m_Timer;
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EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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bool OnInputCommand(Events::InputCommand& e);
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EventRelay<PlayerSpawnSystem, Events::PlayerSpawned> m_OnPlayerSpawnerd;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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EventRelay<PlayerSpawnSystem, Events::PlayerDeath> m_OnPlayerDeath;
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bool OnPlayerDeath(Events::PlayerDeath& e);
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};
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@@ -0,0 +1,44 @@
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#include "Sound/EPlaySoundOnEntity.h"
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#include "Collision/Collision.h"
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#include "Rendering/AnimationSystem.h"
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#include "WeaponBehaviour.h"
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#include "../SpawnerSystem.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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class AssaultWeaponBehaviour : public WeaponBehaviour
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{
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public:
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AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
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virtual void Fire() override;
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virtual void CeaseFire() override;
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virtual void Reload() override;
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virtual void Update(double dt) override;
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private:
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EntityWrapper m_FirstPersonModel;
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// State
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bool m_Firing = false;
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bool m_Reloading = false;
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double m_ReloadTimer = 0.0;
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EntityWrapper m_ReloadImpersonator;
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double m_TimeSinceLastFire = 0.0;
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EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
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bool OnAnimationComplete(Events::AnimationComplete& e);
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bool hasAmmo();
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void fireRound();
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void spawnTracer();
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float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
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void playSound();
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void viewPunch();
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void finishReload();
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void playShootAnimation();
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void playIdleAnimation();
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void playReloadAnimation();
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bool shoot(double damage);
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void showHitMarker();
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};
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@@ -0,0 +1,34 @@
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#ifndef WeaponBehaviour_h__
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#define WeaponBehaviour_h__
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#include "Core/System.h"
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#include "Rendering/IRenderer.h"
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#include "Core/Octree.h"
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#include "Collision/EntityAABB.h"
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class WeaponBehaviour : public System
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{
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public:
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WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
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: System(systemParams)
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, m_Renderer(renderer)
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, m_CollisionOctree(collisionOctree)
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, m_Player(player)
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{ }
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virtual ~WeaponBehaviour() = default;
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WeaponBehaviour(const WeaponBehaviour&) = delete;
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WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
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virtual void Fire() = 0;
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virtual void CeaseFire() { }
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virtual void Reload() { }
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virtual void Update(double dt) { }
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protected:
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IRenderer* m_Renderer;
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Octree<EntityAABB>* m_CollisionOctree;
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EntityWrapper m_Player;
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};
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#endif
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@@ -0,0 +1,44 @@
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#ifndef WeaponSystem_h__
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#define WeaponSystem_h__
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#include "Rendering/IRenderer.h"
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/EPlayerDamage.h"
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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 "Core/Octree.h"
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#include "Collision/EntityAABB.h"
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#include "Systems/SpawnerSystem.h"
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#include "Sound/EPlaySoundOnEntity.h"
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#include "AssaultWeaponBehaviour.h"
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class WeaponSystem : public PureSystem, ImpureSystem
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{
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public:
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WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
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private:
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SystemParams m_SystemParams;
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IRenderer* m_Renderer;
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Octree<EntityAABB>* m_CollisionOctree;
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std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
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// Events
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EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(Events::InputCommand& e);
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void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
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};
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#endif
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@@ -1,192 +0,0 @@
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#ifndef WeaponSystem_h__
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#define WeaponSystem_h__
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//#include <GLFW/glfw3.h>
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//#include <glm/common.hpp>
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#include "Rendering/IRenderer.h"
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/EPlayerDamage.h"
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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 "Core/Octree.h"
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#include "Collision/EntityAABB.h"
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#include "Systems/SpawnerSystem.h"
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#include "Sound/EPlaySoundOnEntity.h"
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class WeaponBehaviour;
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class WeaponSystem : public PureSystem, ImpureSystem
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{
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public:
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WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
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private:
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SystemParams m_SystemParams;
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IRenderer* m_Renderer;
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Octree<EntityAABB>* m_CollisionOctree;
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std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
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// Events
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EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
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bool OnShoot(Events::Shoot& e);
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(Events::InputCommand& e);
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void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
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};
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class WeaponBehaviour : public System
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{
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public:
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WeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
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: System(systemParams)
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, m_CollisionOctree(collisionOctree)
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, m_Entity(weaponEntity)
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{ }
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virtual ~WeaponBehaviour() = default;
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WeaponBehaviour(const WeaponBehaviour&) = delete;
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WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
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virtual void Fire() = 0;
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virtual void CeaseFire() { }
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virtual void Reload() { }
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virtual void Update(double dt) { }
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protected:
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Octree<EntityAABB>* m_CollisionOctree;
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EntityWrapper m_Entity;
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};
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class AssaultWeaponBehaviour : public WeaponBehaviour
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{
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public:
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AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
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: WeaponBehaviour(systemParams, collisionOctree, weaponEntity)
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{ }
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virtual void Fire() override
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{
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m_TimeSinceLastFire = 0.0;
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m_Firing = true;
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fireRound();
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}
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virtual void CeaseFire() override
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{
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m_Firing = false;
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}
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virtual void Reload() override
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{
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ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
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int& magAmmo = cAssaultWeapon["MagazineAmmo"];
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int magSize = cAssaultWeapon["MagazineSize"];
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int& ammo = cAssaultWeapon["Ammo"];
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// Don't reload if we're already fully loaded
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if (magAmmo == magSize) {
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return;
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}
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// Throw away rounds in magazine to incentivise ammo sharing
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int toLoad = glm::min(magSize, ammo);
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magAmmo = toLoad;
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ammo -= toLoad;
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}
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virtual void Update(double dt) override
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{
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if (!m_Firing) {
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return;
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}
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m_TimeSinceLastFire += dt;
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ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
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if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
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fireRound();
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}
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}
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private:
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bool m_Firing = false;
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double m_TimeSinceLastFire = 0.0;
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EntityFile* m_RayRed = nullptr;
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EntityFile* m_RayBlue = nullptr;
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void fireRound()
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{
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ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
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int& magAmmo = cAssaultWeapon["MagazineAmmo"];
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int ammo = cAssaultWeapon["Ammo"];
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// Reload if our magazine is empty
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if (magAmmo <= 0) {
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Reload();
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return;
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}
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// Fire
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magAmmo -= 1;
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spawnTracer();
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playSound();
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m_TimeSinceLastFire = 0.0;
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}
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void spawnTracer()
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{
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if (!IsClient) {
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return;
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}
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EntityWrapper spawner;
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if (m_Entity == LocalPlayer) {
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spawner = m_Entity.FirstChildByName("WeaponMuzzle");
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} else {
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spawner = m_Entity.FirstChildByName("ThirdPersonWeaponMuzzle");
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}
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if (!spawner.Valid()) {
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return;
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}
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Events::SpawnerSpawn e;
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e.Spawner = spawner;
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m_EventBroker->Publish(e);
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}
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float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
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{
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// TODO: Cast a ray and size tracer appropriately
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return 100.f;
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}
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void playSound()
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{
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if (!IsClient) {
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return;
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}
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Events::PlaySoundOnEntity e;
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e.EmitterID = m_Entity.ID;
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e.FilePath = "Audio/laser/laser1.wav";
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m_EventBroker->Publish(e);
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}
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};
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#endif
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Block a user