Updated the ENTIRE CODEBASE TO MATCH

This commit is contained in:
2016-03-12 00:38:33 +01:00
parent a4b0b108d4
commit 80649ce51d
37 changed files with 262 additions and 232 deletions
@@ -2,7 +2,7 @@
void AssaultWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
{
double& fireCooldown = cWeapon["FireCooldown"];
Field<double> fireCooldown = cWeapon["FireCooldown"];
fireCooldown = glm::max(0.0, fireCooldown - dt);
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
@@ -11,33 +11,33 @@ void AssaultWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWra
void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
{
// Start reloading automatically if at 0 mag ammo
int& magAmmo = cWeapon["MagazineAmmo"];
Field<int> magAmmo = cWeapon["MagazineAmmo"];
if (m_ConfigAutoReload && magAmmo <= 0) {
OnReload(cWeapon, wi);
}
// Only start reloading once we're done firing
bool& reloadQueued = cWeapon["ReloadQueued"];
double& fireCooldown = cWeapon["FireCooldown"];
bool& isReloading = cWeapon["IsReloading"];
Field<bool> reloadQueued = cWeapon["ReloadQueued"];
Field<double> fireCooldown = cWeapon["FireCooldown"];
Field<bool> isReloading = cWeapon["IsReloading"];
if (reloadQueued && fireCooldown <= 0) {
reloadQueued = fireCooldown;
isReloading = true;
}
// Decrement reload timer
double& reloadTimer = cWeapon["ReloadTimer"];
Field<double> reloadTimer = cWeapon["ReloadTimer"];
if (isReloading) {
reloadTimer = glm::max(0.0, reloadTimer - dt);
}
// Handle reloading
if (isReloading && reloadTimer <= 0.0) {
int& magSize = cWeapon["MagazineSize"];
int& ammo = cWeapon["Ammo"];
Field<int> magSize = cWeapon["MagazineSize"];
Field<int> ammo = cWeapon["Ammo"];
ammo = glm::max(0, ammo - (magSize - magAmmo));
magAmmo = glm::min(magSize, ammo);
magAmmo = glm::min(*magSize, *ammo);
isReloading = false;
if (wi.FirstPersonEntity.Valid()) {
wi.FirstPersonEntity["Model"]["Visible"] = true;
@@ -49,15 +49,15 @@ void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
// Restore view angle
if (IsClient) {
float& currentTravel = cWeapon["CurrentTravel"];
float& returnSpeed = cWeapon["ViewReturnSpeed"];
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()) {
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
cameraOrientation.x -= change;
Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
cameraOrientation.x(cameraOrientation.x() - change);
}
}
}
@@ -72,7 +72,7 @@ void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
if (rootNode.Valid()) {
EntityWrapper blend = rootNode.FirstChildByName("MovementBlend");
if (blend.Valid()) {
(double&)blend["Blend"]["Weight"] = animationWeight;
(Field<double>)blend["Blend"]["Weight"] = animationWeight;
}
}
@@ -97,24 +97,24 @@ void AssaultWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, Weapon
void AssaultWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
{
bool& reloadQueued = cWeapon["ReloadQueued"];
bool& isReloading = cWeapon["IsReloading"];
Field<bool> reloadQueued = cWeapon["ReloadQueued"];
Field<bool> isReloading = cWeapon["IsReloading"];
if (reloadQueued || isReloading) {
return;
}
int& magAmmo = cWeapon["MagazineAmmo"];
int& magSize = cWeapon["MagazineSize"];
Field<int> magAmmo = cWeapon["MagazineAmmo"];
Field<int> magSize = cWeapon["MagazineSize"];
if (magAmmo >= magSize) {
return;
}
int& ammo = cWeapon["Ammo"];
Field<int> ammo = cWeapon["Ammo"];
if (ammo <= 0) {
return;
}
double reloadTime = cWeapon["ReloadTime"];
double& reloadTimer = cWeapon["ReloadTimer"];
Field<double> reloadTime = cWeapon["ReloadTime"];
Field<double> reloadTimer = cWeapon["ReloadTimer"];
// Start reload
reloadQueued = true;
@@ -163,7 +163,7 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
// Ammo
int& magAmmo = cWeapon["MagazineAmmo"];
Field<int> magAmmo = cWeapon["MagazineAmmo"];
if (magAmmo <= 0) {
return;
} else {
@@ -174,16 +174,16 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
if (IsClient) {
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
if (camera.Valid()) {
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
float viewPunch = cWeapon["ViewPunch"];
float maxTravelAngle = cWeapon["MaxTravelAngle"];
float& currentTravel = cWeapon["CurrentTravel"];
Field<float> currentTravel = cWeapon["CurrentTravel"];
if (currentTravel < maxTravelAngle) {
float change = viewPunch;
if (currentTravel + change > maxTravelAngle) {
change = maxTravelAngle - currentTravel;
}
cameraOrientation.x += change;
cameraOrientation.x(cameraOrientation.x() + change);
currentTravel += change;
}
}
@@ -203,7 +203,7 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
float distance = traceRayDistance(origin, direction);
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner);
if (ray.Valid()) {
((glm::vec3&)ray["Transform"]["Scale"]).z = distance;
((Field<glm::vec3>)ray["Transform"]["Scale"]).z(distance);
}
}
@@ -2,7 +2,7 @@
void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
{
double& fireCooldown = cWeapon["FireCooldown"];
Field<double> fireCooldown = cWeapon["FireCooldown"];
fireCooldown = glm::max(0.0, fireCooldown - dt);
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
@@ -11,21 +11,21 @@ void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWr
void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
{
// Decrement reload timer
double& reloadTimer = cWeapon["ReloadTimer"];
Field<double> reloadTimer = cWeapon["ReloadTimer"];
reloadTimer = glm::max(0.0, reloadTimer - dt);
// Start reloading automatically if at 0 mag ammo
int& magAmmo = cWeapon["MagazineAmmo"];
Field<int> magAmmo = cWeapon["MagazineAmmo"];
if (m_ConfigAutoReload && magAmmo <= 0) {
OnReload(cWeapon, wi);
}
// Handle reloading
bool& isReloading = cWeapon["IsReloading"];
Field<bool> isReloading = cWeapon["IsReloading"];
if (isReloading && reloadTimer <= 0.0) {
double reloadTime = cWeapon["ReloadTime"];
int& magSize = cWeapon["MagazineSize"];
int& ammo = cWeapon["Ammo"];
Field<int> magSize = cWeapon["MagazineSize"];
Field<int> ammo = cWeapon["Ammo"];
if (magAmmo < magSize && ammo > 0) {
ammo -= 1;
magAmmo += 1;
@@ -42,15 +42,15 @@ void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
// Restore view angle
if (IsClient) {
float& currentTravel = cWeapon["CurrentTravel"];
float& returnSpeed = cWeapon["ViewReturnSpeed"];
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()) {
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
cameraOrientation.x -= change;
Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
cameraOrientation.x(cameraOrientation.x() - change);
}
}
}
@@ -76,23 +76,23 @@ void DefenderWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, Weapo
void DefenderWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
{
bool& isReloading = cWeapon["IsReloading"];
Field<bool> isReloading = cWeapon["IsReloading"];
if (isReloading) {
return;
}
int& magAmmo = cWeapon["MagazineAmmo"];
int& magSize = cWeapon["MagazineSize"];
Field<int> magAmmo = cWeapon["MagazineAmmo"];
Field<int> magSize = cWeapon["MagazineSize"];
if (magAmmo >= magSize) {
return;
}
int& ammo = cWeapon["Ammo"];
Field<int> ammo = cWeapon["Ammo"];
if (ammo <= 0) {
return;
}
double reloadTime = cWeapon["ReloadTime"];
double& reloadTimer = cWeapon["ReloadTimer"];
Field<double> reloadTimer = cWeapon["ReloadTimer"];
// Start reload
isReloading = true;
@@ -165,11 +165,11 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
// Stop reloading
bool& isReloading = cWeapon["IsReloading"];
Field<bool> isReloading = cWeapon["IsReloading"];
isReloading = false;
// Ammo
int& magAmmo = cWeapon["MagazineAmmo"];
Field<int> magAmmo = cWeapon["MagazineAmmo"];
if (magAmmo <= 0) {
return;
} else {
@@ -194,16 +194,16 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
if (IsClient) {
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
if (camera.Valid()) {
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
float viewPunch = cWeapon["ViewPunch"];
float maxTravelAngle = cWeapon["MaxTravelAngle"];
float& currentTravel = cWeapon["CurrentTravel"];
Field<float> currentTravel = cWeapon["CurrentTravel"];
if (currentTravel < maxTravelAngle) {
float change = viewPunch;
if (currentTravel + change > maxTravelAngle) {
change = maxTravelAngle - currentTravel;
}
cameraOrientation.x += change;
cameraOrientation.x(cameraOrientation.x() + change);
currentTravel += change;
}
}
@@ -222,10 +222,10 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
glm::vec3 direction = Transform::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), direction);
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
glm::vec3& orientation = ray["Transform"]["Orientation"];
orientation.x += angles.x;
orientation.y += angles.y;
((Field<glm::vec3>)ray["Transform"]["Scale"]).z(distance / 100.f);
Field<glm::vec3> orientation = ray["Transform"]["Orientation"];
orientation.x(orientation.x() + angles.x);
orientation.y(orientation.y() + angles.y);
glm::vec3 trajectory = direction * distance;
dealDamage(cWeapon, wi, direction, pelletDamage);
}
@@ -2,7 +2,7 @@
void SidearmWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
{
double& cooldown = cWeapon["FireCooldown"];
Field<double> cooldown = cWeapon["FireCooldown"];
if (cooldown > 0) {
cooldown -= dt;
if (cooldown < 0) {
@@ -64,14 +64,14 @@ void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
glm::vec3 direction = Transform::AbsoluteOrientation(tracerSpawner) * glm::vec3(0, 0, -1);
float distance = traceRayDistance(origin, direction);
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner);
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
((Field<glm::vec3>)ray["Transform"]["Scale"]).z(distance / 100.f);
}
}
bool SidearmWeaponBehaviour::canFire(ComponentWrapper cWeapon)
{
bool triggerHeld = cWeapon["TriggerHeld"];
double& cooldown = cWeapon["FireCooldown"];
Field<double> cooldown = cWeapon["FireCooldown"];
// TODO: Ammo checks
return triggerHeld && cooldown <= 0.0;
}