WIP respawning.
This commit is contained in:
@@ -13,6 +13,8 @@ public:
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PlayerSpawnSystem(World* world, EventBroker* eventBroker);
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virtual void Update(double dt) override;
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static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
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private:
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struct SpawnRequest
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@@ -23,10 +25,19 @@ private:
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bool m_NetworkEnabled = false;
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std::vector<SpawnRequest> m_SpawnRequests;
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//Player ID -> EntityWrapper.
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std::map<int, EntityWrapper> m_PlayerEntities;
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//EntityWrapper ID -> Player ID.
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std::map<EntityID, int> m_PlayerIDs;
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static float m_RespawnTime;
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float m_Timer;
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EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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bool OnInputCommand(Events::InputCommand& e);
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EventRelay<PlayerSpawnSystem, Events::PlayerSpawned> m_OnPlayerSpawnerd;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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EventRelay<PlayerSpawnSystem, Events::PlayerDeath> m_OnPlayerDeath;
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bool OnPlayerDeath(Events::PlayerDeath& e);
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};
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@@ -4,6 +4,7 @@ LoadMap=
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; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation.
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; if false -> Use pool allocation.
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DisableMemoryPool=false
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RespawnTime = 8.0
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[Editor]
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CameraSpeed=3
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@@ -120,123 +120,6 @@
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</Entity>
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</Children>
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</Entity>
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<Entity name="Player">
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<Components>
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<c:AABB>
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<Origin X="0" Y="0.772000015" Z="0"/>
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<Size X="1" Y="1.60000002" Z="1"/>
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</c:AABB>
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<c:Collidable/>
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<c:Model/>
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<c:Physics>
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<Gravity>false</Gravity>
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</c:Physics>
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<c:Player>
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<MovementSpeed>5</MovementSpeed>
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</c:Player>
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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:Transform>
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<Position X="-1.68112314" Y="0.0288829971" Z="3.06287026"/>
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<Orientation X="0" Y="2.14675093" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="Camera">
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<Components>
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<c:Camera/>
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<c:Transform>
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<Position X="0" Y="1.37700009" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="PlayerName">
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<Components>
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<c:Text>
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<Resource>Fonts/DroidSans.ttf,100</Resource>
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<Color A="1" B="0" G="1" R="0"/>
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<Visible>false</Visible>
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</c:Text>
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<c:Transform>
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<Position X="0" Y="0.247910097" Z="-0.447844714"/>
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<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
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<Orientation X="0" Y="3.14199996" 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="CameraModel">
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<Components>
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<c:Model>
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<Resource>Models/Widgets/Camera.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
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<Scale X="1.30000007" Y="1.50000012" Z="1"/>
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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="ThirdPersonCamera">
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<Components>
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<c:Camera/>
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<c:Model>
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<Resource>Models/Widgets/Camera.mesh</Resource>
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<Visible>false</Visible>
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</c:Model>
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<c:Transform>
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<Position X="-0.284000009" Y="1.83800006" Z="1.18900001"/>
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<Orientation X="5.95600033" 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 name="PlayerModel">
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<Components>
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<c:Model>
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<Resource>Models/Characters/Assault/AssaultHeadless.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="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="AABBStanding">
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<Components>
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<c:Model>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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<Color A="0.427450985" B="1" G="1" R="1"/>
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<Visible>false</Visible>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="0.772000015" Z="0"/>
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<Scale X="1" Y="1.60000002" Z="1"/>
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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="AABBCrouching">
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<Components>
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<c:Model>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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<Color A="0.745098054" B="1" G="0" R="1"/>
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<Visible>false</Visible>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="0.772000015" 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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</Children>
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</Entity>
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+2
-1
@@ -34,6 +34,7 @@ Game::Game(int argc, char* argv[])
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ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
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DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
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LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
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PlayerSpawnSystem::SetRespawnTime(m_Config->Get<float>("Debug.RespawnTime", 15.0f));
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// Create the core event broker
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m_EventBroker = new EventBroker();
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@@ -97,7 +98,6 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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@@ -109,6 +109,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
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// Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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@@ -34,14 +34,23 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
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//components that we need from player
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auto playerCamera = player.FirstChildByName("Camera");
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auto playerEntityModel = player.FirstChildByName("PlayerModel")["Model"];
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auto playerEntityAnimation = player.FirstChildByName("PlayerModel")["Animation"];
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auto playerModel = player.FirstChildByName("PlayerModel");
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if (!playerCamera.Valid() || !playerModel.Valid()) {
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return;
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}
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if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) {
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return;
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}
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auto playerEntityModel = playerModel["Model"];
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auto playerEntityAnimation = playerModel["Animation"];
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//copy the data from player to explisioneffectmodel
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playerEntityModel.Copy(deathEffectEW["Model"]);
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playerEntityAnimation.Copy(deathEffectEW["Animation"]);
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//freeze the animation
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deathEffectEW["Animation"]["Speed"] = 0.0;
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deathEffectEW["Animation"]["Speed1"] = 0.0;
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deathEffectEW["Animation"]["Speed2"] = 0.0;
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deathEffectEW["Animation"]["Speed3"] = 0.0;
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//copy the models position,orientation
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deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
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@@ -1,20 +1,39 @@
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#include "Systems/PlayerSpawnSystem.h"
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//This should be set by the config anyway.
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float PlayerSpawnSystem::m_RespawnTime = 15.0f;
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PlayerSpawnSystem::PlayerSpawnSystem(World* m_World, EventBroker* eventBroker)
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: System(m_World, eventBroker)
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, m_Timer(0.f)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
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EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
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m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
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}
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void PlayerSpawnSystem::Update(double dt)
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{
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//Increase timer.
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m_Timer += dt;
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if (m_Timer < m_RespawnTime) {
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return;
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}
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//If respawn time has passed, we spawn all players that have requested to be spawned.
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m_Timer = 0.f;
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//If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
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if (m_SpawnRequests.size() == 0) {
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return;
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}
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auto playerSpawns = m_World->GetComponents("PlayerSpawn");
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if (playerSpawns == nullptr) {
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return;
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}
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int numSpawnedPlayers = 0;
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for (auto& req : m_SpawnRequests) {
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for (auto& cPlayerSpawn : *playerSpawns) {
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EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
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@@ -40,13 +59,19 @@ void PlayerSpawnSystem::Update(double dt)
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e.Player = player;
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e.Spawner = spawner;
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m_EventBroker->Publish(e);
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++numSpawnedPlayers;
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break;
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}
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}
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if (numSpawnedPlayers != (int)m_SpawnRequests.size()) {
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LOG_DEBUG("%i players were supposed to be spawned, but %i was spawned.", (int)m_SpawnRequests.size(), numSpawnedPlayers);
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} else {
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LOG_DEBUG("%i players were spawned.", numSpawnedPlayers);
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}
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m_SpawnRequests.clear();
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}
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bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
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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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return false;
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@@ -58,11 +83,37 @@ bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
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return false;
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}
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if (e.Value != 0) {
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if (e.Value == 0) {
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return false;
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}
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//TODO: Spectating?
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if (e.Player.Valid() && e.Player.HasComponent("Team")) {
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ComponentWrapper cTeam = e.Player["Team"];
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if ((ComponentInfo::EnumType)e.Value == cTeam["Team"].Enum("Spectator")) {
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return false;
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}
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}
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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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break;
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}
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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.
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iter->Team = (ComponentInfo::EnumType)e.Value;
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} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
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//If player is not in queue to spawn, then create a spawn request,
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//but only if they are spectating and/or just connected.
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SpawnRequest req;
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req.PlayerID = e.PlayerID;
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req.Team = (ComponentInfo::EnumType)e.Value;
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m_SpawnRequests.push_back(req);
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} else {
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return false;
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}
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return true;
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@@ -82,6 +133,7 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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// Store the player for future reference
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m_PlayerEntities[e.PlayerID] = e.Player;
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m_PlayerIDs[e.Player.ID] = e.PlayerID;
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// Set the camera to the correct entity
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EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera");
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@@ -110,4 +162,20 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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}
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return true;
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}
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}
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bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
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{
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if (!e.Player.HasComponent("Team")) {
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return false;
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}
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ComponentWrapper cTeam = e.Player["Team"];
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//A spectator can't die anyway
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if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Spectator")) {
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return false;
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}
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SpawnRequest req;
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req.PlayerID = m_PlayerIDs[e.Player.ID];
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req.Team = cTeam["Team"];
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m_SpawnRequests.push_back(req);
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}
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@@ -57,10 +57,10 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
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return true;
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}
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}
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if (e.Command == "TakeDamage" && e.Value > 0) {
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if (e.Command == "TakeDamage" && e.Value > 0 && m_LocalPlayer.Valid()) {
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Events::PlayerDamage ev;
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ev.Player = m_LocalPlayer;
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ev.Damage = 1.0;
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ev.Damage = e.Value;
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m_EventBroker->Publish(ev);
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}
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Block a user