Merge remote-tracking branch 'origin/master' into DashAbiltyEffect
This commit is contained in:
@@ -13,7 +13,8 @@ struct Captured : Event
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{
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int TeamNumberThatCapturedCapturePoint;
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EntityID CapturePointTakenID;
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EntityWrapper NextCapturePoint;
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EntityWrapper BlueTeamNextCapturePoint;
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EntityWrapper RedTeamNextCapturePoint;
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};
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}
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@@ -17,7 +17,7 @@ public:
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
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void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
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private:
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const IRenderer* m_Renderer;
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@@ -15,7 +15,7 @@
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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@@ -26,20 +26,17 @@ public:
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() const { return m_BloomTexture; }
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GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; }
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//Return the texture with diffuse and lighting of the scene.
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GLuint SceneTexture() const { return m_SceneTexture; }
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GLuint SceneTextureLowRes() const { return m_SceneTextureLowRes; }
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//Return the framebuffer used in the scene rendering stage.
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FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
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private:
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawModelRenderQueuesWithShieldCheck(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
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void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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@@ -54,13 +51,11 @@ private:
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Texture* m_ErrorTexture;
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_FinalPassFrameBufferLowRes;
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FrameBuffer m_ShieldDepthFrameBuffer;
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GLuint m_BloomTexture;
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GLuint m_SceneTexture;
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GLuint m_BloomTextureLowRes;
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GLuint m_SceneTextureLowRes;
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GLuint* m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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GLuint m_DepthBuffer;
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GLuint m_ShieldBuffer;
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GLuint m_CubeMapTexture;
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//maqke this component based i guess?
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@@ -76,16 +71,27 @@ private:
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ShaderProgram* m_ExplosionEffectSplatMapProgram;
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ShaderProgram* m_SpriteProgram;
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ShaderProgram* m_ForwardPlusSplatMapProgram;
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ShaderProgram* m_ShieldToStencilProgram;
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ShaderProgram* m_FillDepthBufferProgram;
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ShaderProgram* m_FillDepthStencilBufferProgram;
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ShaderProgram* m_ForwardPlusShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectSplatMapShieldCheckProgram;
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ShaderProgram* m_SpriteShieldCheckProgram;
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ShaderProgram* m_ForwardPlusSplatMapShieldCheckProgram;
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ShaderProgram* m_ForwardPlusSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSkinnedProgram;
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ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
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ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
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ShaderProgram* m_ShieldToStencilSkinnedProgram;
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ShaderProgram* m_FillDepthBufferSkinnedProgram;
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ShaderProgram* m_FillDepthStencilBufferSkinnedProgram;
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ShaderProgram* m_ForwardPlusSkinnedShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectSkinnedShieldCheckProgram;
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ShaderProgram* m_ExplosionEffectSplatMapSkinnedShieldCheckProgram;
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ShaderProgram* m_ForwardPlusSplatMapSkinnedShieldCheckProgram;
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ShaderProgram* m_FillDepthBufferSkinnedShieldCheckProgram;
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};
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#endif
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@@ -15,8 +15,8 @@
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struct ExplosionEffectJob : ModelJob
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{
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
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ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
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: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
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{
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ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
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TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
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@@ -18,7 +18,7 @@
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struct ModelJob : RenderJob
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{
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
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ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
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: RenderJob()
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{
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Model = model;
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@@ -117,7 +117,7 @@ struct ModelJob : RenderJob
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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IsShielded = isShielded;
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if (model->IsSkinned()) {
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Skeleton = Model->m_RawModel->m_Skeleton;
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@@ -181,7 +181,7 @@ struct ModelJob : RenderJob
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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bool IsShielded;
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void CalculateHash() override
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{
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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@@ -24,7 +24,6 @@ struct RenderScene
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std::list<std::shared_ptr<RenderJob>> OpaqueObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentObjects;
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std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> ShieldObjects;
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std::list<std::shared_ptr<RenderJob>> SpriteJob;
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std::list<std::shared_ptr<RenderJob>> PointLight;
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@@ -41,7 +40,6 @@ struct RenderScene
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Jobs.OpaqueObjects.clear();
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Jobs.TransparentObjects.clear();
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Jobs.OpaqueShieldedObjects.clear();
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Jobs.TransparentShieldedObjects.clear();
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Jobs.ShieldObjects.clear();
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Jobs.SpriteJob.clear();
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Jobs.DirectionalLight.clear();
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@@ -20,6 +20,9 @@ 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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EventRelay<AmmoPickupSystem, Events::AmmoPickup> m_EAmmoPickup;
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bool OnAmmoPickup(Events::AmmoPickup& e);
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@@ -31,5 +34,11 @@ private:
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EntityID parentID;
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};
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std::vector<NewAmmoPickup> m_ETriggerTouchVector;
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struct EntityAtMaxValuePickupStruct {
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EntityWrapper player;
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EntityWrapper trigger;
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};
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std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
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void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
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};
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#endif
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@@ -0,0 +1,21 @@
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#ifndef BoostSystem_h__
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#define BoostSystem_h__
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#include "Core/System.h"
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#include "Core/ResourceManager.h"
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#include "Core/EntityFileParser.h"
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#include "Core/EPlayerDamage.h"
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#include "Common.h"
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class BoostSystem : public System
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{
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public:
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BoostSystem(SystemParams params);
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private:
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EventRelay<BoostSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool OnPlayerDamage(Events::PlayerDamage& e);
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std::string DetermineClass(EntityWrapper player);
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};
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#endif
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@@ -0,0 +1,30 @@
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#ifndef CapturePointArrowHUDSystem_h__
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#define CapturePointArrowHUDSystem_h__
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#include <GLFW/glfw3.h>
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#include <glm/common.hpp>
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#include <glm/gtx/vector_angle.hpp>
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/Transform.h"
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#include "Core/ECaptured.h"
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class CapturePointArrowHUDSystem : public ImpureSystem
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{
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public:
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CapturePointArrowHUDSystem(SystemParams params);
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virtual void Update(double dt) override;
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private:
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EventRelay<CapturePointArrowHUDSystem, Events::Captured> m_ECapturedEvent;
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bool OnCapturePointCaptured(Events::Captured& e);
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bool m_InitialtargetsSet = false;
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glm::vec3 m_RedTeamCurrentTarget;
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glm::vec3 m_BlueTeamCurrentTarget;
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};
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#endif
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@@ -7,7 +7,7 @@
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#include "Common.h"
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#include "Core/System.h"
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#include "Engine/Collision/ETrigger.h"
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#include "Collision/ETrigger.h"
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class CapturePointHUDSystem : public ImpureSystem
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{
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@@ -9,7 +9,6 @@
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#include "Core/EPlayerHealthPickup.h"
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#include "Engine/Collision/ETrigger.h"
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#include "Common.h"
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#include <tuple>
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class PickupSpawnSystem : public ImpureSystem
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{
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@@ -21,6 +20,8 @@ public:
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private:
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EventRelay<PickupSpawnSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(Events::TriggerTouch& e);
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EventRelay<PickupSpawnSystem, Events::TriggerLeave> m_ETriggerLeave;
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bool OnTriggerLeave(Events::TriggerLeave& e);
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struct NewHealthPickup {
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glm::vec3 Pos;
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@@ -30,5 +31,11 @@ private:
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EntityID parentID;
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};
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std::vector<NewHealthPickup> m_ETriggerTouchVector;
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struct EntityAtMaxValuePickupStruct {
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EntityWrapper player;
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EntityWrapper trigger;
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};
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std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
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void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
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};
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#endif
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