Merge branch 'master' into Importer
This commit is contained in:
+1
-1
Submodule assets updated: 2c75d24ddf...b6027bf49f
@@ -32,6 +32,8 @@ private:
|
||||
glm::vec3 m_LastPosition = glm::vec3();
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// Used to track afterimages for sprint effect.
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float m_SprintEffectTimer;
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// Used to track afterimages for dash effect.
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float m_DashEffectTimer;
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||||
// The logic for making the sound play when player is moving
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void playerStep(double dt, EntityWrapper player);
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||||
// Spawn a hexagon at origin of an Entity
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||||
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||||
@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<BoostAssault xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoostAssault.xsd">
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<StrengthOfEffect>2</StrengthOfEffect>
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<StrengthOfEffect>1.35</StrengthOfEffect>
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</BoostAssault>
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||||
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||||
@@ -10,8 +10,8 @@
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<MaxTravelAngle>0.174533</MaxTravelAngle> <!-- 0.174533 = 10 degrees -->
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<NumPellets>9</NumPellets>
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<RPM>120</RPM>
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<ViewPunch>0.03</ViewPunch>
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<ViewReturnSpeed>0.2</ViewReturnSpeed>
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<ViewPunch>0.15</ViewPunch>
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<ViewReturnSpeed>0.3</ViewReturnSpeed>
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<ReloadTime>0.5</ReloadTime>
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<TriggerHeld>false</TriggerHeld>
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<FireCooldown>0</FireCooldown>
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@@ -3,5 +3,6 @@
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<FadeTime>1</FadeTime>
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<Time>0</Time>
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<Out>true</Out>
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<Loop>true</Loop>
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<Reverse>false</Reverse>
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</Fade>
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@@ -11,6 +11,9 @@
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<xs:element name="Out" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>If the entity should fade out or in.</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Loop" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>If the effect should loop when it is done.</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Reverse" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>If the entity should reverse the fade after finishing, this will double the speed.</xs:documentation></xs:annotation>
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</xs:element>
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@@ -6,7 +6,9 @@
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<BaseDamage>20</BaseDamage>
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<RPM>500</RPM>
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<Automatic>false</Automatic>
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<ViewPunch>0.01</ViewPunch>
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<ViewPunch>0.05</ViewPunch>
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<MaxTravelAngle>0.174533</MaxTravelAngle> <!-- 0.174533 = 10 degrees -->
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<ViewReturnSpeed>0.2</ViewReturnSpeed>
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<ReloadTime>1.0</ReloadTime>
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<EquipTime>0.5</EquipTime>
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<TriggerHeld>false</TriggerHeld>
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@@ -14,4 +16,5 @@
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<ReloadQueued>false</ReloadQueued>
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<IsReloading>false</IsReloading>
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<ReloadTimer>0</ReloadTimer>
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<CurrentTravel>0</CurrentTravel>
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</SidearmWeapon>
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@@ -36,6 +36,12 @@
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<xs:element name="ViewPunch" type="t:float" minOccurs="0">
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<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="MaxTravelAngle" type="t:float" minOccurs="0">
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<xs:annotation><xs:documentation>Maximum vertical aim travel angle in radians</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ViewReturnSpeed" type="t:float" minOccurs="0">
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<xs:annotation><xs:documentation>The speed in radians per second the view returns to its original position after being punched</xs:documentation></xs:annotation>
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||||
</xs:element>
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<xs:element name="ReloadTime" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
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</xs:element>
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@@ -47,6 +53,7 @@
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<xs:element name="ReloadQueued" type="t:bool" minOccurs="0"/>
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<xs:element name="IsReloading" type="t:bool" minOccurs="0"/>
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<xs:element name="ReloadTimer" type="t:double" minOccurs="0"/>
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<xs:element name="CurrentTravel" type="t:float" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -1,13 +0,0 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Entity name="DashEffect" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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|
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<Components>
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<c:Lifetime>
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<Lifetime>0.5</Lifetime>
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</c:Lifetime>
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<c:Transform/>
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</Components>
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||||
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<Children/>
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||||
|
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</Entity>
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+3758
-3735
File diff suppressed because it is too large
Load Diff
@@ -34,7 +34,7 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="98.9142075" Z="0"/>
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<Orientation X="0" Y="214.830872" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -46,7 +46,7 @@
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</c:RaptorCopter>
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<c:Transform>
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<Position X="0" Y="26" Z="40"/>
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<Orientation X="0" Y="-114.726761" Z="0"/>
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<Orientation X="0" Y="-346.565979" Z="0"/>
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</c:Transform>
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||||
</Components>
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<Children>
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@@ -92,42 +92,6 @@
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<c:Transform/>
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</Components>
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<Children>
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<Entity name="ButtonCorner_Origin">
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<Components>
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<c:Transform/>
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</Components>
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<Children>
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<Entity name="TopRight">
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<Components>
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<c:Sprite>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
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</c:Sprite>
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||||
<c:Transform>
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||||
<Position X="0.0970000029" Y="0.0220000017" Z="0.00499999989"/>
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||||
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
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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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||||
<Entity name="BottomRight">
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||||
<Components>
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||||
<c:Sprite>
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||||
<Model>Models/Core/UnitQuad.mesh</Model>
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||||
<GlowMap></GlowMap>
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<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
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||||
</c:Sprite>
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||||
<c:Transform>
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<Position X="0.0970000029" Y="-0.0219999999" Z="0.00499999989"/>
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||||
<Orientation X="0" Y="0" Z="4.71199989"/>
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||||
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
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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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<Entity name="Button_1">
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<Components>
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<c:Button/>
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@@ -149,6 +113,44 @@
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</Components>
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||||
<Children/>
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</Entity>
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<Entity name="ButtonCorner_Origin">
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||||
<Components>
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||||
<c:Transform/>
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</Components>
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||||
<Children>
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||||
<Entity name="BottomRight">
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||||
<Components>
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<c:Sprite>
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
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<Linear>false</Linear>
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||||
</c:Sprite>
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||||
<c:Transform>
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||||
<Position X="0.0970000029" Y="-0.0219999999" Z="0.00499999989"/>
|
||||
<Orientation X="0" Y="0" Z="4.71199989"/>
|
||||
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
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||||
</c:Transform>
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||||
</Components>
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||||
<Children/>
|
||||
</Entity>
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||||
<Entity name="TopRight">
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<Components>
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<c:Sprite>
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<Model>Models/Core/UnitQuad.mesh</Model>
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||||
<GlowMap></GlowMap>
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||||
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
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<Linear>false</Linear>
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</c:Sprite>
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<c:Transform>
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||||
<Position X="0.0970000029" Y="0.0220000017" Z="0.00499999989"/>
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||||
<Scale X="0.00499999989" Y="0.00499999989" Z="1"/>
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||||
</c:Transform>
|
||||
</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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||||
<Entity name="Text">
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||||
<Components>
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||||
<c:Text>
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@@ -218,6 +220,7 @@
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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||||
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
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<Linear>false</Linear>
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||||
</c:Sprite>
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||||
<c:Transform>
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||||
<Position X="0.0970000029" Y="-0.0219999999" Z="0.00499999989"/>
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@@ -233,6 +236,7 @@
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
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<Linear>false</Linear>
|
||||
</c:Sprite>
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||||
<c:Transform>
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||||
<Position X="0.0970000029" Y="0.0220000017" Z="0.00499999989"/>
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@@ -263,6 +267,7 @@
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||||
<Model>Models/Core/UnitQuad.mesh</Model>
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||||
<GlowMap></GlowMap>
|
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<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
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<Linear>false</Linear>
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||||
</c:Sprite>
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||||
<c:Transform>
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||||
<Position X="0.0970000029" Y="0.0220000017" Z="0.00499999989"/>
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@@ -277,6 +282,7 @@
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<Model>Models/Core/UnitQuad.mesh</Model>
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<GlowMap></GlowMap>
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<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
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<Linear>false</Linear>
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</c:Sprite>
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||||
<c:Transform>
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||||
<Position X="0.0970000029" Y="-0.0219999999" Z="0.00499999989"/>
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@@ -299,6 +305,10 @@
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||||
<BlurBackground>true</BlurBackground>
|
||||
<Color A="0.392156869" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>Options</Command>
|
||||
<PressValue>1</PressValue>
|
||||
</c:InputCmdButton>
|
||||
<c:Transform>
|
||||
<Scale X="0.200000003" Y="0.0500000007" Z="1"/>
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||||
</c:Transform>
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@@ -308,7 +318,7 @@
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||||
<Entity name="Text">
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||||
<Components>
|
||||
<c:Text>
|
||||
<Content>Option</Content>
|
||||
<Content>Options</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Alignment>
|
||||
<Right/>
|
||||
@@ -374,6 +384,7 @@
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
|
||||
<Linear>false</Linear>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0.0970000029" Y="-0.0219999999" Z="0.00499999989"/>
|
||||
@@ -389,6 +400,7 @@
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/HUD/ButtonCorner_16.png</DiffuseTexture>
|
||||
<Linear>false</Linear>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0.0970000029" Y="0.0220000017" Z="0.00499999989"/>
|
||||
@@ -419,12 +431,36 @@
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="OptionsSpawner">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/OptionMenu.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="TitleSprite">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Test/SmallDiff.png</DiffuseTexture>
|
||||
<ClampToBorder>true</ClampToBorder>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0.0320000015" Y="0.0220000017" Z="-0.0550000034"/>
|
||||
<Scale X="0.0500000007" Y="0.0150000006" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
@@ -24,14 +24,14 @@ void FadeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cFade,
|
||||
currentTime += dTime;
|
||||
|
||||
if(currentTime > fadeTime) {
|
||||
currentTime = 0.0;
|
||||
currentTime = 0.0 + fadeTime * (bool)cFade["Loop"];
|
||||
if ((bool)cFade["Reverse"]) {
|
||||
(Field<bool>)cFade["Out"] = !(bool)cFade["Out"];
|
||||
currentTime = fadeTime;
|
||||
}
|
||||
}
|
||||
if(currentTime < 0.0) {
|
||||
currentTime = fadeTime;
|
||||
currentTime = fadeTime * (bool)cFade["Loop"];
|
||||
if ((bool)cFade["Reverse"]) {
|
||||
(Field<bool>)cFade["Out"] = !(bool)cFade["Out"];
|
||||
currentTime = 0.0;
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
|
||||
: System(params)
|
||||
, m_SprintEffectTimer(0.f)
|
||||
, m_DashEffectTimer(0.f)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &PlayerMovementSystem::OnDoubleJump);
|
||||
@@ -24,23 +25,57 @@ void PlayerMovementSystem::Update(double dt)
|
||||
if (LocalPlayer.Valid()){
|
||||
updateVelocity(LocalPlayer, dt);
|
||||
}
|
||||
|
||||
|
||||
m_SprintEffectTimer += dt;
|
||||
if (m_SprintEffectTimer < 0.016f) {
|
||||
//m_SprintEffectTimer += dt;
|
||||
//if (m_SprintEffectTimer < 0.016f) {
|
||||
// return;
|
||||
//}
|
||||
//m_SprintEffectTimer = 0.f;
|
||||
//auto pool = m_World->GetComponents("SprintAbility");
|
||||
//if (pool == nullptr) {
|
||||
// return;
|
||||
//}
|
||||
//for (auto cSprint : *pool) {
|
||||
// if (cSprint.EntityID != LocalPlayer.ID && (bool)cSprint["Active"]) {
|
||||
// // Spawn one afterimage for each player that sprints.
|
||||
// EntityWrapper player(m_World, cSprint.EntityID);
|
||||
// auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/SprintEffect.xml");
|
||||
// EntityWrapper sprintEffect = entityFile->MergeInto(m_World);
|
||||
// auto playerModel = player.FirstChildByName("PlayerModel");
|
||||
// if (!playerModel.Valid()) {
|
||||
// continue;
|
||||
// }
|
||||
// if (!playerModel.HasComponent("Model")) {
|
||||
// continue;
|
||||
// }
|
||||
// if (!playerModel.HasComponent("Animation")) {
|
||||
// continue;
|
||||
// }
|
||||
// auto playerEntityModel = playerModel["Model"];
|
||||
// auto playerEntityAnimation = playerModel["Animation"];
|
||||
// playerEntityModel.Copy(sprintEffect["Model"]);
|
||||
// playerEntityAnimation.Copy(sprintEffect["Animation"]);
|
||||
// sprintEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"];
|
||||
// ((Field<glm::vec4>)sprintEffect["ExplosionEffect"]["EndColor"]).w(0.f);
|
||||
// sprintEffect["Animation"]["Speed1"] = 0.0;
|
||||
// sprintEffect["Animation"]["Speed2"] = 0.0;
|
||||
// sprintEffect["Animation"]["Speed3"] = 0.0;
|
||||
// sprintEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
|
||||
// sprintEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
|
||||
// }
|
||||
//}
|
||||
m_DashEffectTimer += dt;
|
||||
if (m_DashEffectTimer < 0.075f) {
|
||||
return;
|
||||
}
|
||||
m_SprintEffectTimer = 0.f;
|
||||
auto pool = m_World->GetComponents("SprintAbility");
|
||||
m_DashEffectTimer = 0.f;
|
||||
auto pool = m_World->GetComponents("DashAbility");
|
||||
if (pool == nullptr) {
|
||||
return;
|
||||
}
|
||||
for (auto cSprint : *pool) {
|
||||
if (cSprint.EntityID != LocalPlayer.ID && (bool)cSprint["Active"]) {
|
||||
// Spawn one afterimage for each player that sprints.
|
||||
EntityWrapper player(m_World, cSprint.EntityID);
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/SprintEffect.xml");
|
||||
EntityWrapper sprintEffect = entityFile->MergeInto(m_World);
|
||||
for (auto cDash : *pool) {
|
||||
if (cDash.EntityID != LocalPlayer.ID && (double)cDash["CoolDownMaxTimer"] - (double)cDash["CoolDownTimer"] < 0.5) {
|
||||
// Spawn one afterimage for each player that Dashes.
|
||||
EntityWrapper player(m_World, cDash.EntityID);
|
||||
auto playerModel = player.FirstChildByName("PlayerModel");
|
||||
if (!playerModel.Valid()) {
|
||||
continue;
|
||||
@@ -48,20 +83,28 @@ void PlayerMovementSystem::Update(double dt)
|
||||
if (!playerModel.HasComponent("Model")) {
|
||||
continue;
|
||||
}
|
||||
if (!playerModel.HasComponent("Animation")) {
|
||||
continue;
|
||||
EntityWrapper dashEffect = playerModel.Clone();
|
||||
for (auto& cAnim : dashEffect.ChildrenWithComponent("Animation")) {
|
||||
cAnim["Animation"]["Play"] = false;
|
||||
}
|
||||
auto playerEntityModel = playerModel["Model"];
|
||||
auto playerEntityAnimation = playerModel["Animation"];
|
||||
playerEntityModel.Copy(sprintEffect["Model"]);
|
||||
playerEntityAnimation.Copy(sprintEffect["Animation"]);
|
||||
sprintEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"];
|
||||
((Field<glm::vec4>)sprintEffect["ExplosionEffect"]["EndColor"]).w(0.f);
|
||||
sprintEffect["Animation"]["Speed1"] = 0.0;
|
||||
sprintEffect["Animation"]["Speed2"] = 0.0;
|
||||
sprintEffect["Animation"]["Speed3"] = 0.0;
|
||||
sprintEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
|
||||
sprintEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
|
||||
const double fadeTime = 0.5f;
|
||||
for (auto& cModel : dashEffect.ChildrenWithComponent("Model")) {
|
||||
EntityWrapper e(m_World, cModel.ID);
|
||||
e.AttachComponent("Lifetime");
|
||||
e.AttachComponent("Fade");
|
||||
e["Fade"]["Loop"] = false;
|
||||
e["Fade"]["FadeTime"] = fadeTime;
|
||||
e["Fade"]["Time"] = fadeTime;
|
||||
e["Lifetime"]["Lifetime"] = fadeTime;
|
||||
}
|
||||
dashEffect.AttachComponent("Lifetime");
|
||||
dashEffect.AttachComponent("Fade");
|
||||
dashEffect["Fade"]["Loop"] = false;
|
||||
dashEffect["Fade"]["FadeTime"] = fadeTime;
|
||||
dashEffect["Fade"]["Time"] = fadeTime;
|
||||
dashEffect["Lifetime"]["Lifetime"] = fadeTime;
|
||||
dashEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
|
||||
dashEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -324,23 +324,23 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
|
||||
spawnTracers(cWeapon, wi, pattern);
|
||||
|
||||
// View punch
|
||||
//if (IsClient) {
|
||||
// EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
// if (camera.Valid()) {
|
||||
// glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
|
||||
// float viewPunch = cWeapon["ViewPunch"];
|
||||
// float maxTravelAngle = cWeapon["MaxTravelAngle"];
|
||||
// float& currentTravel = cWeapon["CurrentTravel"];
|
||||
// if (currentTravel < maxTravelAngle) {
|
||||
// float change = viewPunch;
|
||||
// if (currentTravel + change > maxTravelAngle) {
|
||||
// change = maxTravelAngle - currentTravel;
|
||||
// }
|
||||
// cameraOrientation.x += change;
|
||||
// currentTravel += change;
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
if (IsClient) {
|
||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
if (camera.Valid()) {
|
||||
Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
|
||||
float viewPunch = cWeapon["ViewPunch"];
|
||||
float maxTravelAngle = (const float&)cWeapon["MaxTravelAngle"];
|
||||
Field<float> currentTravel = cWeapon["CurrentTravel"];
|
||||
if (currentTravel < maxTravelAngle) {
|
||||
float change = viewPunch;
|
||||
if (currentTravel + change > maxTravelAngle) {
|
||||
change = maxTravelAngle - currentTravel;
|
||||
}
|
||||
cameraOrientation.x(cameraOrientation.x() + change);
|
||||
currentTravel += change;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play animation
|
||||
playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire");
|
||||
|
||||
@@ -69,6 +69,21 @@ void SidearmWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
|
||||
}
|
||||
}
|
||||
|
||||
// Restore view angle
|
||||
if (IsClient) {
|
||||
Field<float> currentTravel = cWeapon["CurrentTravel"];
|
||||
Field<float> returnSpeed = cWeapon["ViewReturnSpeed"];
|
||||
if (currentTravel > 0) {
|
||||
float change = returnSpeed * dt;
|
||||
currentTravel = glm::max(0.f, currentTravel - change);
|
||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
if (camera.Valid()) {
|
||||
Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
|
||||
cameraOrientation.x(cameraOrientation.x() - change);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((bool)cWeapon["Automatic"] && canFire(cWeapon)) {
|
||||
fireBullet(cWeapon, wi);
|
||||
}
|
||||
@@ -183,6 +198,25 @@ void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
|
||||
magAmmo -= 1;
|
||||
}
|
||||
|
||||
// View punch
|
||||
if (IsClient) {
|
||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
if (camera.Valid()) {
|
||||
Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
|
||||
float viewPunch = cWeapon["ViewPunch"];
|
||||
float maxTravelAngle = cWeapon["MaxTravelAngle"];
|
||||
Field<float> currentTravel = cWeapon["CurrentTravel"];
|
||||
if (currentTravel < maxTravelAngle) {
|
||||
float change = viewPunch;
|
||||
if (currentTravel + change > maxTravelAngle) {
|
||||
change = maxTravelAngle - currentTravel;
|
||||
}
|
||||
cameraOrientation.x(cameraOrientation.x() + change);
|
||||
currentTravel += change;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Get weapon model based on current person
|
||||
EntityWrapper weaponModelEntity = getRelevantWeaponEntity(wi);
|
||||
if (!weaponModelEntity.Valid()) {
|
||||
|
||||
Reference in New Issue
Block a user