Merge remote-tracking branch 'origin/master' into Menu
This commit is contained in:
@@ -14,6 +14,7 @@
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#include "Game/Systems/CapturePointSystem.h"
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#include "Game/Systems/CapturePointHUDSystem.h"
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#include "Game/Systems/PickupSpawnSystem.h"
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#include "Game/Systems/DamageIndicatorSystem.h"
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#include "Game/Systems/WeaponSystem.h"
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#include "Rendering/AnimationSystem.h"
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#include "Game/Systems/PlayerHUDSystem.h"
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@@ -123,6 +124,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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@@ -16,6 +16,9 @@ void CapturePointHUDSystem::Update(double dt)
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auto CapturePointHUDElements = m_World->GetComponents("CapturePointHUD");
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auto CapturePoints = m_World->GetComponents("CapturePoint");
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if (CapturePointHUDElements == nullptr) {
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return;
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}
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if(!CapturePointHUDElements) {
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return;
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@@ -32,6 +32,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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const int redTeam = (int)teamComponent["Team"].Enum("Red");
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const int blueTeam = (int)teamComponent["Team"].Enum("Blue");
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const int spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
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const double captureTimeToTakeOver = (double)cCapturePoint["CapturePointMaxTimer"];
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int homePointForTeam = (int)cCapturePoint["HomePointForTeam"];
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if (m_NumberOfCapturePoints == 0 && capturePointNumber != 0 && (homePointForTeam == redTeam || homePointForTeam == blueTeam)) {
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@@ -57,7 +58,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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int blueTeamPlayersStandingInside = 0;
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if (capturePointEntity.HasComponent("Model")) {
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//Now sets team color to the capturepoint, or white if it is uncaptured.
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capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.2f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.2f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
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capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.0f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.0f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
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}
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//calculate next possible capturePoint for both teams
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@@ -98,20 +99,16 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"];
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if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
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(int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Blue"]) {
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capturePoint["CaptureTimer"] = 0.0;
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//RED = +, BLUE = -, NONE
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auto teamOwners = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"];
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if (teamOwners == redTeam || teamOwners == blueTeam) {
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capturePoint["CaptureTimer"] = teamOwners == blueTeam ? -captureTimeToTakeOver : captureTimeToTakeOver;
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}
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}
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}
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m_ResetTimers = false;
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}
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//colorize next possible capturepoint
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if (nextPossibleCapturePoint["Red"] == capturePointNumber) {
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capturePointEntity["Model"]["Color"] = glm::vec4(1, 1, 0, 0.3);
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}
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if (nextPossibleCapturePoint["Blue"] == capturePointNumber) {
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capturePointEntity["Model"]["Color"] = glm::vec4(0, 1, 1, 0.3);
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}
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//check how many players are standing inside and are healthy
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for (size_t i = m_ETriggerTouchVector.size(); i > 0; i--)
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{
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@@ -170,9 +167,6 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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//B. at most one of the teams have players inside
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//if capturePoint is not owned by the take-over team, just modify the CaptureTimer accordingly
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if (ownedBy != currentTeam && canCapture) {
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if (abs((double)cCapturePoint["CaptureTimer"]) < 0.001f) {
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LOG_DEBUG("Point is being captured by team %i", currentTeam); //Remove when we tested sufficiently.
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}
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cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
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}
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//if capturePoint is owned by the team, and the other team has been trying to take it, then increase/decrease the timer towards 0.0
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@@ -180,12 +174,11 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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(ownedBy == currentTeam && currentTeam == blueTeam && (double)cCapturePoint["CaptureTimer"] > 0.0)) {
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cCapturePoint["CaptureTimer"] = (double)cCapturePoint["CaptureTimer"] + timerDeltaChange;
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}
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//check if captureTimer > m_CaptureTimeToTakeOver and if so change owner and publish the eCaptured event
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if (abs((double)cCapturePoint["CaptureTimer"]) > abs(m_CaptureTimeToTakeOver) && canCapture) {
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//check if captureTimer > captureTimeToTakeOver and if so change owner and publish the eCaptured event
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if (abs((double)cCapturePoint["CaptureTimer"]) > captureTimeToTakeOver && canCapture) {
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teamComponent["Team"] = currentTeam;
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cCapturePoint["CaptureTimer"] = 0.0;
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cCapturePoint["CaptureTimer"] = glm::sign((double)cCapturePoint["CaptureTimer"])*captureTimeToTakeOver;
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//publish Captured event
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LOG_DEBUG("Point is captured by team %i!", currentTeam); //Remove when we tested sufficiently.
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Events::Captured e;
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e.CapturePointID = cCapturePoint.EntityID;
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e.TeamNumberThatCapturedCapturePoint = currentTeam;
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@@ -0,0 +1,65 @@
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#include "Systems/DamageIndicatorSystem.h"
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DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_DamageTakenFromPlayer, &DamageIndicatorSystem::OnPlayerDamageTaken);
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//current camera
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DamageIndicatorSystem::OnSetCamera);
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//load texture to cache
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auto texture = CommonFunctions::LoadTexture("Textures/DamageIndicator.png", false);
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
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}
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bool DamageIndicatorSystem::OnPlayerDamageTaken(Events::PlayerDamage& e)
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{
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if (m_CurrentCamera == -1) {
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return false;
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}
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//grab players direction
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auto playerOrientation = glm::quat((glm::vec3)e.Player["Transform"]["Orientation"]);
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//get the position vectors, but ignore the y-height
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auto enemyPosition = (glm::vec3) e.PlayerShooter["Transform"]["Position"];
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auto playerPosition = (glm::vec3) e.Player["Transform"]["Position"];
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enemyPosition.y = 0.0f;
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playerPosition.y = 0.0f;
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//calculate the enemy to player vector
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auto enemyPlayerVector = glm::normalize((glm::vec3) playerPosition - enemyPosition);
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//get angle from players current rotation, this angle is how much you rotate around the y-axis
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auto playerAngle = glm::angle(playerOrientation);
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auto playerRotationVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle));
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//dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors
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auto playerRotationDot = glm::dot(playerRotationVector, enemyPlayerVector);
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//to get the angle between the vectors just do cos-inverse
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auto angleBetweenVectors = glm::acos(playerRotationDot);
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//rotate the direction-vector 90 degrees to get the players side-vector
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auto playerSideVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle + 1.57f));
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//dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side
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auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector);
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if (playerSideVectorDot < 0) {
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angleBetweenVectors = -angleBetweenVectors;
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}
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//load & set the "2d" sprite
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
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EntityFileParser parser(entityFile);
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EntityID spriteID = parser.MergeEntities(m_World);
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m_World->SetParent(spriteID, m_CurrentCamera);
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auto spriteWrapper = EntityWrapper(m_World, spriteID);
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//simply set the rotation z-wise to the angleBetweenVectors
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spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
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return true;
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}
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bool DamageIndicatorSystem::OnSetCamera(const Events::SetCamera& e) {
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m_CurrentCamera = e.CameraEntity.ID;
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return true;
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}
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@@ -109,9 +109,15 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
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if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
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(bool)cPhysics["IsOnGround"] = false;
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if (velocity.y == 0.f) {
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if (isOnGround) {
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controller->SetDoubleJumping(false);
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} else {
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//put a hexagon at the players feet
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auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
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EntityFileParser parser(hexagonEffect);
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EntityID hexagonEffectID = parser.MergeEntities(m_World);
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EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
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hexagonEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
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controller->SetDoubleJumping(true);
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Events::DoubleJump e;
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m_EventBroker->Publish(e);
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@@ -130,6 +130,7 @@ bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
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// TODO: Weapon damage calculations etc
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Events::PlayerDamage ePlayerDamage;
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ePlayerDamage.Player = player;
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ePlayerDamage.PlayerShooter = eShoot.Player;
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ePlayerDamage.Damage = 100;
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m_EventBroker->Publish(ePlayerDamage);
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