Protected inheritance, not even once.
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@@ -21,13 +21,11 @@ void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPla
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{
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// Update potential weapon behaviour for player
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auto it = m_ActiveWeapons.find(entity);
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if (it != m_ActiveWeapons.end()) {
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if (it->first.Valid()) {
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it->second->Update(dt);
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} else {
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m_ActiveWeapons.erase(it);
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}
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if (it == m_ActiveWeapons.end()) {
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selectWeapon(entity, 1);
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}
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m_ActiveWeapons.at(entity)->Update(dt);
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}
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bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
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@@ -45,7 +43,7 @@ bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
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// Weapon selection
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if (e.Command == "SelectWeapon") {
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if (e.Value != 0) {
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selectWeapon(player, static_cast<ComponentInfo::EnumType>(e.Value));
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//selectWeapon(player, static_cast<ComponentInfo::EnumType>(e.Value));
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}
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}
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@@ -72,7 +70,7 @@ void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType sl
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if (m_ActiveWeapons.count(player) == 0) {
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m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_CollisionOctree, player)));
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} else {
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m_ActiveWeapons.erase(player);
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//m_ActiveWeapons.erase(player);
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}
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}
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@@ -86,7 +84,6 @@ bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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{
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// Select primary weapon on player spawn
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// TODO: Select the active one specified by player component
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selectWeapon(e.Player, 1);
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return true;
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}
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@@ -137,4 +134,4 @@ bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
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m_EventBroker->Publish(ePlayerDamage);
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return true;
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}
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}
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