experimental fix for pickup
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@@ -192,6 +192,8 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
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template <typename EventContext>
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void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer) {
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ImGui::Text(std::to_string(m_AssaultDashCoolDownTimer).c_str());
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m_AssaultDashDoubleTapDeltaTime += dt;
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m_AssaultDashCoolDownTimer -= dt;
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//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
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@@ -20,6 +20,8 @@ public:
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private:
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EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(Events::TriggerTouch& e);
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EventRelay<AmmoPickupSystem, Events::TriggerLeave> m_ETriggerLeave;
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bool OnTriggerLeave(Events::TriggerLeave& e);
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struct NewAmmoPickup {
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glm::vec3 Pos;
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@@ -28,6 +30,13 @@ private:
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double DecreaseThisRespawnTimer;
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EntityID parentID;
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};
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struct EntityAtMaxValuePickupStruct {
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EntityWrapper player;
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EntityWrapper pickup;
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};
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std::vector<NewAmmoPickup> m_ETriggerTouchVector;
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std::vector<EntityAtMaxValuePickupStruct> m_AmmoPickupAtMaxHealthAmmo;
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void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
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};
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#endif
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