Added Assault,Defender,Sniper Components,Entities. Added ShieldAbility,Sprintability-Component (not implemented). Changed BoostSystem to use a childed Boost to the player. All friendly fire is 0 damage.
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@@ -25,35 +25,38 @@ bool BoostSystem::OnPlayerDamage(Events::PlayerDamage& e)
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return false;
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}
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//friendly fire
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auto className = determineClass(e.Inflictor);
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auto className = DetermineClass(e.Inflictor);
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if (className == "") {
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return false;
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}
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//"Schema/Entities/BoostAssault.xml"
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//"Schema/Entities/Boost-.xml"
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std::string classXML = "Schema/Entities/" + className + ".xml";
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//class
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//check if player already has the component
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auto playerBoostAssaultEntity = e.Victim.FirstChildByName(className);
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if (playerBoostAssaultEntity.Valid()) {
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m_World->DeleteEntity(playerBoostAssaultEntity.ID);
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}
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//load & set the BoostAssault Component
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auto entityFile = ResourceManager::Load<EntityFile>(classXML);
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EntityFileParser parser(entityFile);
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EntityID boostAssaultEntity = parser.MergeEntities(m_World);
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m_World->SetName(boostAssaultEntity, className);
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m_World->SetParent(boostAssaultEntity, e.Victim.ID);
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return true;
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}
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std::string BoostSystem::determineClass(EntityWrapper player)
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std::string BoostSystem::DetermineClass(EntityWrapper inflictorPlayer)
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{
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if (m_World->HasComponent(player.ID, "DashAbility")) {
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//determine the class based on what component the inflictor-player has
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if (m_World->HasComponent(inflictorPlayer.ID, "DashAbility")) {
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return "BoostAssault";
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}
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if (m_World->HasComponent(player.ID, "DefenderShield")) {
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if (m_World->HasComponent(inflictorPlayer.ID, "ShieldAbility")) {
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return "BoostDefender";
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}
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if (m_World->HasComponent(player.ID, "SniperSprint")) {
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if (m_World->HasComponent(inflictorPlayer.ID, "SprintAbility")) {
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return "BoostSniper";
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}
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return "";
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