Removed unnecessary string in EPlayerDamage (TypeOfDamage). Renamed a variable in WeaponSystem
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@@ -16,20 +16,19 @@ void WeaponSystem::Update(World* world, double dt)
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//TODO: check if player has enough ammo and if weapon has a cooldown or not
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//pick the object
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PickData somePickData = m_Renderer->Pick(std::get<1>(m_EShootVector[i - 1]));
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if (somePickData.Entity == EntityID_Invalid) {
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PickData pickDataFromShot = m_Renderer->Pick(std::get<1>(m_EShootVector[i - 1]));
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if (pickDataFromShot.Entity == EntityID_Invalid) {
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m_EShootVector.erase(m_EShootVector.begin() + i - 1);
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continue;
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}
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//if its a player, do PlayerDamage event
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const bool hasPlayerComponent = world->HasComponent(somePickData.Entity, "Player");
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const bool hasPlayerComponent = world->HasComponent(pickDataFromShot.Entity, "Player");
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if (hasPlayerComponent) {
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Events::PlayerDamage ePlayerDamage;
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//TODO: damage based on weapontype/class?
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//TODO: multiple shots at the same time? (shotgunner)
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ePlayerDamage.DamageAmount = 25;
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ePlayerDamage.PlayerDamagedID = somePickData.Entity;
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ePlayerDamage.TypeOfDamage = "Some Weapon";
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ePlayerDamage.PlayerDamagedID = pickDataFromShot.Entity;
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m_EventBroker->Publish(ePlayerDamage);
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}
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m_EShootVector.erase(m_EShootVector.begin() + i - 1);
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