WIP pull request fixes
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@@ -592,7 +592,7 @@ void Server::parseOnInputCommand(Packet& packet)
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e.Player = EntityWrapper(m_World, m_ConnectedPlayers.at(player).EntityID);
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e.Value = packet.ReadPrimitive<float>();
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m_EventBroker->Publish(e);
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if (e.Command == "PrimaryFire" || e.Command == "Reload") {
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if (e.Command == "PrimaryFire" || e.Command == "Reload" || e.Command == "Jump") {
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m_InputCommandsToBroadcast.push_back(e);
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}
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//LOG_INFO("Server::parseOnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
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@@ -297,7 +297,7 @@ bool SoundManager::OnPlayAnnouncerVoice(const Events::PlayAnonuncerVoice& e)
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auto listenerComponents = m_World->GetComponents("Listener");
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for (auto it = listenerComponents->begin(); it != listenerComponents->end(); it++) {
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if ((*it).EntityID != m_LocalPlayer.ID) {
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break;
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continue;
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}
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auto emitterChild = m_World->CreateEntity((*it).EntityID);
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auto emitter = m_World->AttachComponent(emitterChild, "SoundEmitter");
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@@ -394,7 +394,7 @@ bool SoundManager::OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e)
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bool SoundManager::OnChangeBGM(const Events::ChangeBGM &e)
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{
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if (m_CurrentBGM != nullptr) {
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stopSound(m_CurrentBGM);
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stopSound(m_CurrentBGM);
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}
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m_CurrentBGM = createSource(e.FilePath);
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m_CurrentBGM->Type = SoundType::BGM;
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@@ -419,10 +419,18 @@ void SoundManager::setSoundProperties(Source* source, ComponentWrapper* soundCom
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{
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float gain;
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switch (source->Type) {
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case SoundType::SFX: gain = m_SFXVolumeChannel; break;
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case SoundType::BGM: gain = m_BGMVolumeChannel; break;
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case SoundType::Announcer: gain = m_AnnouncerVolumeChannel; break;
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default: gain = 1.f; break;
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case SoundType::SFX:
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gain = m_SFXVolumeChannel;
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break;
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case SoundType::BGM:
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gain = m_BGMVolumeChannel;
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break;
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case SoundType::Announcer:
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gain = m_AnnouncerVolumeChannel;
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break;
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default:
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gain = 1.f;
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break;
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}
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alSourcef(source->ALsource, AL_GAIN, (float)(double)(*soundComponent)["Gain"] * gain);
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alSourcef(source->ALsource, AL_PITCH, (float)(double)(*soundComponent)["Pitch"]);
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@@ -1,23 +0,0 @@
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#include "../Game/Systems/BackgroundMusicSystem.h"
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BackgroundMusicSystem::BackgroundMusicSystem(SystemParams params)
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: System(params)
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, PureSystem("SoundEmitter")
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{
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}
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BackgroundMusicSystem::~BackgroundMusicSystem()
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{
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}
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void BackgroundMusicSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cEmitter, double dt)
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{
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}
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void BackgroundMusicSystem::mainMenuLoop()
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{
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}
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