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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@@ -30,8 +30,9 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
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ComponentWrapper cHealth = e.Victim["Health"];
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double& health = cHealth["Health"];
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if (e.Victim.HasComponent("BoostDefender")) {
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e.Damage -= (double)e.Victim["BoostDefender"]["StrengthOfEffect"];
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auto playerBoostDefenderEntity = e.Victim.FirstChildByName("BoostDefender");
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if (playerBoostDefenderEntity.Valid()) {
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e.Damage -= (double)playerBoostDefenderEntity["BoostDefender"]["StrengthOfEffect"];
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}
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health -= e.Damage;
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