Fixed BoneAttachment offset rotation
This commit is contained in:
+1
-1
Submodule assets updated: 4205e92755...22ccaf7a8d
@@ -2,64 +2,168 @@
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<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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<c:Transform>
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<Position X="0" Y="0" Z="-0.313012958"/>
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</c:Transform>
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<c:Transform/>
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</Components>
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<Children>
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<Entity>
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<Entity name="RedSpawn">
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<Components>
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<c:Camera/>
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<c:Listener/>
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<c:Team>
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<Team>
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<Red/>
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</Team>
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</c:Team>
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<c:PlayerSpawn/>
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<c:Spawner>
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<EntityFile>Schema/Entities/PlayerAssaultFallbackRed.xml</EntityFile>
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</c:Spawner>
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<c:Transform>
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<Position X="2.56531811" Y="0.637967348" Z="0.202344239"/>
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<Orientation X="2.68780756" Y="1.36143553" Z="3.14159179"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Collidable/>
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<c:Model>
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<Resource>../assets/Models/Core/Tri.obj</Resource>
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<Color A="1" B="1" G="0.392156869" R="0"/>
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</c:Model>
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<c:Transform>
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<Scale X="2" Y="2" Z="0.200000003"/>
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<Orientation X="2.70100021" Y="2.37000012" Z="0.266000003"/>
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<Position X="0.300000012" Y="0.0270000007" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:SpawnPoint/>
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<c:Model>
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<Resource>../assets/Models/Core/Tri.obj</Resource>
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<Resource>Models/Characters/Assault/AssaultRed.mesh</Resource>
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<Color A="1" B="0" G="0" R="1"/>
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</c:Model>
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<c:Transform>
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<Orientation X="0" Y="3.14159274" Z="4.71238899"/>
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<Position X="0.800000012" Y="0" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:SpawnPoint/>
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<c:Model>
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<Resource>Models/Characters/Assault/AssaultRed.mesh</Resource>
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<Color A="1" B="0.0117647061" G="0" R="1"/>
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</c:Model>
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<c:Transform>
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<Position X="-0.600000024" Y="0" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity>
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<Entity name="DirectionalLight">
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<Components>
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<c:AABB/>
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<c:Collidable/>
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<c:SceneLight>
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<Gamma>0.5</Gamma>
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<Exposure>4</Exposure>
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</c:SceneLight>
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<c:DirectionalLight/>
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<c:Model>
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<Resource>../assets/Models/Core/UnitCube.obj</Resource>
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<Resource>sModels/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
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</c:Model>
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<c:Physics/>
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<c:Transform>
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<Position X="-1.95333278" Y="0.296304941" Z="2.56487775"/>
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<Position X="-6.00145912" Y="1.42697716" Z="3.04144025"/>
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<Orientation X="5.69400024" Y="841.179565" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="ObstacleCourse">
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<Components>
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<c:Collidable/>
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<c:Model>
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<Resource>Models/Test/ObstacleCourse.mesh</Resource>
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</c:Model>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity name="BlueSpawn">
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<Components>
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<c:Team>
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<Team>
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<Blue/>
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</Team>
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</c:Team>
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<c:PlayerSpawn/>
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<c:Spawner>
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<EntityFile>Schema/Entities/Player.xml</EntityFile>
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</c:Spawner>
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<c:Transform>
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<Position X="0.300000012" Y="0.0270000007" Z="6.67400026"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:SpawnPoint/>
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<c:Model>
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<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
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<Color A="1" B="1" G="0.254901975" R="0"/>
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</c:Model>
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<c:Transform>
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<Position X="-0.600000024" Y="0" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:SpawnPoint/>
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<c:Model>
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<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
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<Color A="1" B="1" G="0.254901975" R="0"/>
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</c:Model>
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<c:Transform>
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<Position X="0.800000012" Y="0" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity name="Arms">
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<Components>
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<c:Blend>
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<Pose1>ActivateDeactive</Pose1>
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<Pose2></Pose2>
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</c:Blend>
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<c:Model>
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<Resource>Models/Characters/Defender/FirstPersonDefenderBlue.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="1.30585015" Z="2.01450038"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="ActivateDeactive">
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<Components>
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<c:Animation>
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<AnimationName>ActivateDeactiveShieldF</AnimationName>
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<Time>0.68323420867830964</Time>
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<Speed>1</Speed>
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<Play>true</Play>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity name="Weapon">
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<Components>
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<c:BoneAttachment>
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<BoneName>R_Arm_Weapon_Joint</BoneName>
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</c:BoneAttachment>
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<c:Model>
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<Resource>Models/Weapons/Blue/DefenderWeaponBlue.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-0.0621522591" Y="-0.169021279" Z="-0.219918266"/>
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<Orientation X="-0.709758997" Y="1.22785306" Z="-0.154755235"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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@@ -98,7 +98,7 @@
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<Color A="1" B="1" G="0.254901975" R="0"/>
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</c:Model>
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<c:Transform>
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<Position X="-0.600000024" Y="0" Z="0"/>
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<Position X="0.800000012" Y="0" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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@@ -111,7 +111,50 @@
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<Color A="1" B="1" G="0.254901975" R="0"/>
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</c:Model>
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<c:Transform>
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<Position X="0.800000012" Y="0" Z="0"/>
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<Position X="-0.600000024" Y="0" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity name="Arms">
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<Components>
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<c:Blend>
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<Pose1>ActivateDeactive</Pose1>
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<Pose2></Pose2>
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</c:Blend>
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<c:Model>
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<Resource>Models/Characters/Defender/FirstPersonDefenderBlue.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="1.30585015" Z="2.01450038"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="ActivateDeactive">
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<Components>
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<c:Animation>
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<AnimationName>ActivateDeactiveShieldF</AnimationName>
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<Time>0.59618870016819869</Time>
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<Speed>1</Speed>
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<Play>true</Play>
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</c:Animation>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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<Entity name="Weapon">
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<Components>
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<c:BoneAttachment>
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<BoneName>R_Arm_Weapon_Joint</BoneName>
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</c:BoneAttachment>
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<c:Model>
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<Resource>Models/Weapons/Blue/DefenderWeaponBlue.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-0.0414136648" Y="-0.180808499" Z="-0.214225993"/>
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<Orientation X="-0.935450673" Y="0.813922167" Z="0.66092211"/>
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</c:Transform>
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</Components>
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<Children/>
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@@ -127,7 +127,6 @@ void AnimationSystem::UpdateAnimations(double dt)
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void AnimationSystem::UpdateWeights(double dt)
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{
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for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
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it->second.PrintQueue();
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if(it->second.HasActiveBlendJob()) {
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AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
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@@ -152,7 +151,6 @@ void AnimationSystem::UpdateWeights(double dt)
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}
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}
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}
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LOG_INFO("");
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}
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bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
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@@ -49,14 +49,19 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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glm::vec3 skew;
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glm::vec4 perspective;
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glm::decompose(boneTransform, scale, rotation, translation, skew, perspective);
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glm::vec3 angles = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation));
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rotation = rotation * glm::quat((glm::vec3)entity["BoneAttachment"]["OrientationOffset"]);
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rotation.w = -rotation.w;
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glm::vec3 angles = glm::eulerAngles(rotation);
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if ((bool)entity["BoneAttachment"]["InheritPosition"]) {
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(glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"];
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}
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if ((bool)entity["BoneAttachment"]["InheritOrientation"]) {
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(glm::vec3&)entity["Transform"]["Orientation"] = angles + (glm::vec3)entity["BoneAttachment"]["OrientationOffset"];
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(glm::vec3&)entity["Transform"]["Orientation"] = angles;
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}
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if ((bool)entity["BoneAttachment"]["InheritScale"]) {
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(glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"];
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@@ -444,18 +444,18 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
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}
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}
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/*
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EntityWrapper dashEffectModel;
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dashEffectModel = playerModel.Clone();
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player["Transform"].Copy(dashEffectModel["Transform"]);
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/* dashEffectModel.AttachComponent("ExplosionEffect");
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dashEffectModel.AttachComponent("ExplosionEffect");
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dashEffectModel["ExplosionEffect"]["EndColor"] = (glm::vec4)playerModel["Model"]["Color"];
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((glm::vec4&)dashEffectModel["ExplosionEffect"]["EndColor"]).w = 0.f;
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(double&)dashEffectModel["ExplosionEffect"]["ExplosionDuration"] = dashEffect["Lifetime"]["Lifetime"];
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(glm::vec3&)dashEffectModel["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 1, 0) + (0.2f * controller->Movement());
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*/
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@@ -464,7 +464,9 @@ bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
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for (auto animationEntity : animationChildren) {
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(bool&)animationEntity["Animation"]["Play"] = false;
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}
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*/
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}
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}
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}
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return true;
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