Removed unnecessary string in EPlayerDamage (TypeOfDamage). Renamed a variable in WeaponSystem
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@@ -11,8 +11,6 @@ struct PlayerDamage : Event
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{
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{
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double DamageAmount;
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double DamageAmount;
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EntityID PlayerDamagedID;
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EntityID PlayerDamagedID;
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//optional TypeOfDamage
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std::string TypeOfDamage;
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};
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};
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}
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}
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@@ -288,7 +288,6 @@ bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
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Packet packet(MessageType::OnInputCommand, m_SendPacketID);
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Packet packet(MessageType::OnInputCommand, m_SendPacketID);
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packet.WritePrimitive(e.DamageAmount);
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packet.WritePrimitive(e.DamageAmount);
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packet.WritePrimitive(e.PlayerDamagedID);
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packet.WritePrimitive(e.PlayerDamagedID);
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packet.WriteString(e.TypeOfDamage);
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send(packet);
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send(packet);
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return false;
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return false;
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}
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}
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@@ -240,7 +240,6 @@ void Server::parseOnPlayerDamage(Packet & packet)
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Events::PlayerDamage e;
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Events::PlayerDamage e;
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e.DamageAmount = packet.ReadPrimitive<double>();
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e.DamageAmount = packet.ReadPrimitive<double>();
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e.PlayerDamagedID = packet.ReadPrimitive<EntityID>();
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e.PlayerDamagedID = packet.ReadPrimitive<EntityID>();
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e.TypeOfDamage = packet.ReadString();
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m_EventBroker->Publish(e);
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m_EventBroker->Publish(e);
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//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
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//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
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}
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}
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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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//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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//pick the object
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PickData somePickData = m_Renderer->Pick(std::get<1>(m_EShootVector[i - 1]));
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PickData pickDataFromShot = m_Renderer->Pick(std::get<1>(m_EShootVector[i - 1]));
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if (somePickData.Entity == EntityID_Invalid) {
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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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m_EShootVector.erase(m_EShootVector.begin() + i - 1);
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continue;
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continue;
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}
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}
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//if its a player, do PlayerDamage event
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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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if (hasPlayerComponent) {
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Events::PlayerDamage ePlayerDamage;
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Events::PlayerDamage ePlayerDamage;
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//TODO: damage based on weapontype/class?
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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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//TODO: multiple shots at the same time? (shotgunner)
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ePlayerDamage.DamageAmount = 25;
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ePlayerDamage.DamageAmount = 25;
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ePlayerDamage.PlayerDamagedID = somePickData.Entity;
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ePlayerDamage.PlayerDamagedID = pickDataFromShot.Entity;
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ePlayerDamage.TypeOfDamage = "Some Weapon";
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m_EventBroker->Publish(ePlayerDamage);
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m_EventBroker->Publish(ePlayerDamage);
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}
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}
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m_EShootVector.erase(m_EShootVector.begin() + i - 1);
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m_EShootVector.erase(m_EShootVector.begin() + i - 1);
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