@@ -235,7 +235,8 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
|
||||
float distance = traceRayDistance(origin, direction);
|
||||
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner, tracerSpawner);
|
||||
if (ray.Valid()) {
|
||||
((Field<glm::vec3>)ray["Transform"]["Scale"]).z(distance);
|
||||
((Field<glm::vec3>)ray["Transform"]["Scale"]).x(distance);
|
||||
((Field<glm::vec3>)ray["Transform"]["Position"]).z(-distance/2.f);
|
||||
}
|
||||
}
|
||||
//MuzzleFlash
|
||||
|
||||
@@ -395,9 +395,12 @@ void DefenderWeaponBehaviour::spawnTracers(ComponentWrapper cWeapon, WeaponInfo&
|
||||
glm::vec3 muzzlePosition = TransformSystem::AbsolutePosition(muzzle);
|
||||
glm::quat muzzleOrientation = TransformSystem::AbsoluteOrientation(muzzle);
|
||||
|
||||
rayOrigin = muzzlePosition;
|
||||
|
||||
glm::vec3 muzzleToHit = hitPosition - muzzlePosition;
|
||||
|
||||
rayOrigin = muzzlePosition + (muzzleToHit/2.f);
|
||||
|
||||
|
||||
glm::vec3 lookVector = glm::normalize(-muzzleToHit);
|
||||
float pitch = std::asin(-lookVector.y);
|
||||
float yaw = std::atan2(lookVector.x, lookVector.z);
|
||||
@@ -459,8 +462,8 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
|
||||
}
|
||||
|
||||
// Temp hit decal
|
||||
EntityWrapper hit = ResourceManager::Load<EntityFile>("Schema/Entities/HitTest.xml")->MergeInto(m_World);
|
||||
(Field<glm::vec3>)hit["Transform"]["Position"] = pick.Position;
|
||||
// EntityWrapper hit = ResourceManager::Load<EntityFile>("Schema/Entities/HitTest.xml")->MergeInto(m_World);
|
||||
// (Field<glm::vec3>)hit["Transform"]["Position"] = pick.Position;
|
||||
|
||||
// Don't let us shoot ourselves in the foot somehow
|
||||
if (victim == LocalPlayer) {
|
||||
@@ -477,12 +480,17 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
|
||||
|
||||
// Check for friendly fire
|
||||
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
|
||||
// TODO: Ammo sharing
|
||||
// Give boost
|
||||
Events::PlayerDamage ePlayerDamage;
|
||||
ePlayerDamage.Inflictor = wi.Player;
|
||||
ePlayerDamage.Victim = victim;
|
||||
ePlayerDamage.Damage = 0;
|
||||
m_EventBroker->Publish(ePlayerDamage);
|
||||
continue;
|
||||
}
|
||||
|
||||
damageSum[victim] += pelletDamage;
|
||||
((Field<glm::vec4>)hit["Model"]["Color"]).z(1.f);
|
||||
// ((Field<glm::vec4>)hit["Model"]["Color"]).z(1.f);
|
||||
}
|
||||
|
||||
// Deal damage!
|
||||
@@ -493,7 +501,6 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
|
||||
ePlayerDamage.Victim = kv.first;
|
||||
ePlayerDamage.Damage = kv.second;
|
||||
m_EventBroker->Publish(ePlayerDamage);
|
||||
LOG_DEBUG("Dealt %f damage to #%i", kv.second, kv.first.ID);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -223,15 +223,16 @@ void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
|
||||
return;
|
||||
}
|
||||
|
||||
//Tracer
|
||||
// Tracer
|
||||
EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzleRay");
|
||||
if (tracerSpawner.Valid()) {
|
||||
glm::vec3 origin = TransformSystem::AbsolutePosition(tracerSpawner);
|
||||
glm::vec3 direction = TransformSystem::AbsoluteOrientation(tracerSpawner) * glm::vec3(0, 0, -1);
|
||||
glm::vec3 direction = glm::quat(TransformSystem::AbsoluteOrientationEuler(tracerSpawner)) * glm::vec3(0, 0, -1);
|
||||
float distance = traceRayDistance(origin, direction);
|
||||
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner, tracerSpawner);
|
||||
if (ray.Valid()) {
|
||||
((Field<glm::vec3>)ray["Transform"]["Scale"]).z(distance);
|
||||
((Field<glm::vec3>)ray["Transform"]["Scale"]).x(distance);
|
||||
((Field<glm::vec3>)ray["Transform"]["Position"]).z(-distance/2.f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user