Input ClassPick now switches to a camera with class buttons, they do nothing now and have test textures.
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@@ -105,7 +105,7 @@ void PlayerSpawnSystem::Update(double dt)
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bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
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{
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if (e.Command != "PickTeam") {
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if (e.Command != "PickTeam" && e.Command != "PickClass") {
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return false;
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}
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@@ -113,11 +113,12 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
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return false;
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}
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// A dead client should be able to swap to the spectator camera.
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// A dead client should be able to swap to the overwatch camera.
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if (IsClient && !LocalPlayer.Valid()) {
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// Set the spectator camera as active, if it exists.
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// Find the camera.
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EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
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// Set the camera as active, if it exists.
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// Find the respawn camera or class pick camera.
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std::string camName = e.Command == "PickClass" ? "PickClassCamera" : "SpectatorCamera";
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EntityWrapper spectatorCam = m_World->GetFirstEntityByName(camName);
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if (spectatorCam.Valid() && spectatorCam.HasComponent("Camera")) {
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Events::SetCamera eSetCamera;
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eSetCamera.CameraEntity = spectatorCam;
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@@ -135,10 +136,18 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
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auto iter = m_SpawnRequests.begin();
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for (; iter != m_SpawnRequests.end(); ++iter) {
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if (iter->PlayerID == e.PlayerID) {
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// If player wants to switch class, remove their spawn request.
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if (e.Command == "PickClass") {
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m_SpawnRequests.erase(iter);
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}
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break;
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}
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}
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if (e.Command == "PickClass") {
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return true;
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}
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if (iter != m_SpawnRequests.end()) {
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// If player is in queue to spawn, then change their team affiliation in the request.
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iter->Team = (ComponentInfo::EnumType)e.Value;
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