Third person animations and shoot effects base work
This commit is contained in:
+1
-1
Submodule assets updated: 45cbc3abae...172b3ad527
+1
-1
@@ -46,7 +46,7 @@ public:
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private:
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std::string m_NetworkAddress;
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int m_NetworkPort;
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int m_NetworkPort = 0;
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ConfigFile* m_Config = nullptr;
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EventBroker* m_EventBroker;
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@@ -15,6 +15,7 @@
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#include "Core/EntityFileParser.h"
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#include "Core/Octree.h"
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#include "Collision/EntityAABB.h"
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#include "Systems/SpawnerSystem.h"
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class WeaponBehaviour;
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@@ -150,69 +151,80 @@ private:
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void spawnTracer()
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{
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ComponentWrapper cTeam = m_Entity["Team"];
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ComponentInfo::EnumType team = cTeam["Team"];
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EntityWrapper spawner;
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if (m_Entity == LocalPlayer) {
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spawner = m_Entity.FirstChildByName("WeaponMuzzle");
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} else {
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spawner = m_Entity.FirstChildByName("ThirdPersonWeaponMuzzle");
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}
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// Select the right color of effect
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EntityFile* rayFile = nullptr;
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if (team == cTeam["Team"].Enum("Red")) {
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rayFile = m_RayRed;
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}
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if (team == cTeam["Team"].Enum("Blue")) {
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rayFile = m_RayBlue;
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}
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if (rayFile == nullptr) {
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if (!spawner.Valid()) {
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return;
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}
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// Create the entity
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EntityFileParser parser(rayFile);
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EntityID rayID = parser.MergeEntities(m_World);
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EntityWrapper ray(m_World, rayID);
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Events::SpawnerSpawn e;
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e.Spawner = spawner;
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m_EventBroker->Publish(e);
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// Figure out where to put it
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EntityWrapper attachment;
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if (m_Entity == LocalPlayer || true) {
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// Spawn the effect from the weapon view model for the local player
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attachment = m_Entity.FirstChildByName("WeaponMuzzle");
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}
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// TODO: Spawn the effect from the weapon world model once it exists
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//ComponentWrapper cTeam = m_Entity["Team"];
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//ComponentInfo::EnumType team = cTeam["Team"];
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glm::mat4 transformation = Transform::AbsoluteTransformation(attachment);
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glm::vec3 _scale;
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glm::vec3 translation;
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glm::quat _orientation;
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glm::vec3 _skew;
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glm::vec4 _perspective;
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glm::decompose(transformation, _scale, _orientation, translation, _skew, _perspective);
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// Matrix to euler angles
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glm::vec3 euler;
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euler.y = glm::asin(-transformation[0][2]);
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if (cos(euler.y) != 0) {
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euler.x = atan2(transformation[1][2], transformation[2][2]);
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euler.z = atan2(transformation[0][1], transformation[0][0]);
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} else {
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euler.x = atan2(-transformation[2][0], transformation[1][1]);
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euler.z = 0;
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}
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//// Select the right color of effect
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//EntityFile* rayFile = nullptr;
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//if (team == cTeam["Team"].Enum("Red")) {
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// rayFile = m_RayRed;
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//}
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//if (team == cTeam["Team"].Enum("Blue")) {
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// rayFile = m_RayBlue;
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//}
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//if (rayFile == nullptr) {
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// return;
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//}
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// TODO: Spread?
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//// Create the entity
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//EntityFileParser parser(rayFile);
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//EntityID rayID = parser.MergeEntities(m_World);
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//EntityWrapper ray(m_World, rayID);
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(glm::vec3&)ray["Transform"]["Position"] = translation;
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(glm::vec3&)ray["Transform"]["Orientation"] = euler;
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glm::vec3& scale = ray["Transform"]["Scale"];
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scale.z = traceRayDistance(translation, glm::quat(euler) * glm::vec3(0.f, 0.f, -1.f));
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//// Figure out where to put it
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//EntityWrapper attachment;
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//if (m_Entity == LocalPlayer || true) {
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// // Spawn the effect from the weapon view model for the local player
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// attachment = m_Entity.FirstChildByName("WeaponMuzzle");
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//}
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//// TODO: Spawn the effect from the weapon world model once it exists
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//glm::mat4 transformation = Transform::AbsoluteTransformation(attachment);
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//glm::vec3 _scale;
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//glm::vec3 translation;
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//glm::quat _orientation;
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//glm::vec3 _skew;
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//glm::vec4 _perspective;
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//glm::decompose(transformation, _scale, _orientation, translation, _skew, _perspective);
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//
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//// Matrix to euler angles
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//glm::vec3 euler;
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//euler.y = glm::asin(-transformation[0][2]);
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//if (cos(euler.y) != 0) {
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// euler.x = atan2(transformation[1][2], transformation[2][2]);
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// euler.z = atan2(transformation[0][1], transformation[0][0]);
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//} else {
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// euler.x = atan2(-transformation[2][0], transformation[1][1]);
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// euler.z = 0;
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//}
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//// TODO: Spread?
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//(glm::vec3&)ray["Transform"]["Position"] = translation;
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//(glm::vec3&)ray["Transform"]["Orientation"] = euler;
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//glm::vec3& scale = ray["Transform"]["Scale"];
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//scale.z = traceRayDistance(translation, glm::quat(euler) * glm::vec3(0.f, 0.f, -1.f));
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}
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float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
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{
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OctSpace::Output result;
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if (m_CollisionOctree->RayCollides(Ray(origin, direction), result)) {
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return result.CollideDistance;
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} else {
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return 0.f;
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}
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// TODO: Cast a ray and size tracer appropriately
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return 100.f;
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}
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};
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@@ -52,6 +52,7 @@
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</Entity>
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<Entity name="DirectionalLight">
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<Components>
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<c:SceneLight/>
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<c:DirectionalLight/>
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<c:Model>
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<Resource>sModels/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
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@@ -65,9 +66,6 @@
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</Entity>
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<Entity name="ObstacleCourse">
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<Components>
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<c:AABB>
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<Size X="50" Y="50" Z="50"/>
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</c:AABB>
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<c:Collidable/>
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<c:Model>
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<Resource>Models/Test/ObstacleCourse.mesh</Resource>
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@@ -10,9 +10,7 @@
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<RPM>600</RPM>
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</c:AssaultWeapon>
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<c:Collidable/>
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<c:DashAbility>
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<CoolDownMaxTimer>2</CoolDownMaxTimer>
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</c:DashAbility>
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<c:DashAbility/>
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<c:Health/>
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<c:Physics>
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<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
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@@ -22,12 +20,10 @@
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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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<Blue/>
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</Team>
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</c:Team>
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<c:Transform>
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<Position X="1.28011036e-21" Y="0.0264999866" Z="1.82592022"/>
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</c:Transform>
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<c:Transform/>
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</Components>
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<Children>
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@@ -35,7 +31,7 @@
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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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<Position X="0" Y="1.27700007" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -105,26 +101,48 @@
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</Components>
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<Children/>
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</Entity>
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<Entity name="Weapon">
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</Children>
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</Entity>
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<Entity name="Hands">
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<Components>
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<c:Animation>
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<AnimationName1>Idle</AnimationName1>
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<Time1>0.24743387388836702</Time1>
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<Speed1>1</Speed1>
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</c:Animation>
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<c:Model>
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<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
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<Transparent>true</Transparent>
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</c:Model>
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<c:Transform/>
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</Components>
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<Children>
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<Entity name="WeaponModel">
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<Components>
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<c:BoneAttachment>
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<BoneName>R_Arm_Weapon_Joint</BoneName>
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</c:BoneAttachment>
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<c:Model>
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<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
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<Transparent>true</Transparent>
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<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0.180000007" Y="-0.183000013" Z="0"/>
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<Orientation X="0" Y="3.08300018" Z="0"/>
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<Position X="0.120747976" Y="-0.229536116" Z="-0.151475713"/>
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<Orientation X="0.0104047507" Y="-0.00268173264" Z="0.0428441092"/>
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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="WeaponMuzzle">
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<Components>
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<c:Transform>
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<Position X="0.215000004" Y="-0.153000012" Z="-0.923000038"/>
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</c:Transform>
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</Components>
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<Children/>
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<Children>
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<Entity name="WeaponMuzzle">
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<Components>
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<c:Spawner>
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<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
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</c:Spawner>
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<c:Transform>
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<Position X="0" Y="0.0480000004" Z="-0.807000041"/>
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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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@@ -147,18 +165,49 @@
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<Entity name="PlayerModel">
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<Components>
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<c:Animation>
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<Name>Hold Pos</Name>
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<Time>0.86415395295813102</Time>
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<Speed>1</Speed>
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<AnimationName1>Idle</AnimationName1>
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<Speed1>1</Speed1>
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</c:Animation>
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<c:AnimationOffset>
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<AnimationName>AimRifle</AnimationName>
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<Time>0.5</Time>
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</c:AnimationOffset>
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<c:HiddenForLocalPlayer/>
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<c:Model>
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<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
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<Color A="1" B="0" G="0" R="1"/>
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<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
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<Color A="1" B="1" G="0.309803933" R="0"/>
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</c:Model>
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<c:Transform/>
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</Components>
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<Children/>
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<Children>
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<Entity name="ThirdPersonWeaponModel">
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<Components>
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<c:BoneAttachment>
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<BoneName>R_Arm_Weapon_Joint</BoneName>
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</c:BoneAttachment>
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<c:Model>
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<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0.156722724" Y="1.03299165" Z="-0.216208369"/>
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<Orientation X="-0.062651813" Y="-0.0297243949" Z="0.120719783"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="ThirdPersonWeaponMuzzle">
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<Components>
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<c:Spawner>
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<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
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</c:Spawner>
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<c:Transform>
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<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
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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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<Entity name="AABBStanding">
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<Components>
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@@ -6,12 +6,12 @@
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<Lifetime>0.25</Lifetime>
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</c:Lifetime>
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<c:Model>
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<Resource>Models/Weapons/CylinderBullet.mesh</Resource>
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<Color A="0.156862751" B="39.2156868" G="7.84313726" R="0"/>
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<Resource>Models/Effects/CylinderShot.mesh</Resource>
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<Color A="0.149019614" B="39.2156868" G="39.2156868" R="0"/>
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<Transparent>true</Transparent>
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</c:Model>
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<c:Transform>
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<Scale X="0.0109999999" Y="0.0289999992" Z="100"/>
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<Scale X="0.0690000057" Y="0.0690000057" Z="100"/>
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</c:Transform>
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</Components>
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@@ -66,8 +66,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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}
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// Hide things parented to local player if they have the HiddenFromLocalPlayer component
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if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
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continue;
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if ((entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid()) && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
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//continue;
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}
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Model* model;
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@@ -104,7 +104,6 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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@@ -181,7 +180,6 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
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}
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if (offset != glm::mat4(1)) {
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boneMatrix = parentMatrix * ((glm::translate(finalPosInterp) * glm::toMat4(finalRotInterp) * glm::scale(finalScaleInterp)) + offset);
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} else {
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@@ -233,9 +231,7 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
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}
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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@@ -353,9 +349,7 @@ glm::mat4 Skeleton::GetOffsetTransform(const Bone* bone, AnimationOffset animati
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}
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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+1
-4
@@ -227,11 +227,8 @@ int Game::parseArgs(int argc, char* argv[])
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exit(1);
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}
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if (vm.count("connect")) {
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m_IsClient = true;
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}
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// HACK: Right now, client and server are mutually exclusive
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m_IsClient = true;
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if (m_IsServer) {
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m_IsClient = false;
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}
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@@ -26,6 +26,8 @@ bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComp
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bool MultiplayerSnapshotFilter::OnPlayerSpawned(Events::PlayerSpawned ePlayerSpawned)
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{
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m_LocalPlayer = ePlayerSpawned.Player;
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if (ePlayerSpawned.PlayerID == -1) {
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m_LocalPlayer = ePlayerSpawned.Player;
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}
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return true;
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}
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@@ -29,12 +29,20 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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continue;
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}
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// Aim pitch
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EntityWrapper cameraEntity = player.FirstChildByName("Camera");
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if (cameraEntity.Valid()) {
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glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
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cameraOrientation.x += controller->Rotation().x;
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// Limit camera pitch so we don't break our necks
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cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi<float>(), glm::half_pi<float>());
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// Set third person model aim pitch
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EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"];
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double time = (cameraOrientation.x + glm::half_pi<float>()) / glm::pi<float>();
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cAnimationOffset["Time"] = time;
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}
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}
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ComponentWrapper& cTransform = player["Transform"];
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@@ -124,24 +132,74 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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ComponentWrapper cAnimation = playerModel["Animation"];
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std::string& animationName1 = cAnimation["AnimationName1"];
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std::string& animationName2 = cAnimation["AnimationName2"];
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double& animationTime1 = cAnimation["Time1"];
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double& animationTime2 = cAnimation["Time2"];
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double& animationSpeed1 = cAnimation["Speed1"];
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double& animationSpeed2 = cAnimation["Speed2"];
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double& animationWeight1 = cAnimation["Weight1"];
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double& animationWeight2 = cAnimation["Weight2"];
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float movementLength = glm::length(groundVelocity);
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//TODO: add assault dash animation here
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if (glm::length(controller->Movement()) > 0.f) {
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if (controller->Crouching()) {
|
||||
cAnimation["AnimationName1"] = "Crouch Walk";
|
||||
(double&)cAnimation["Speed1"] = 1.f * -glm::sign(controller->Movement().z);
|
||||
double forwardMovement = controller->Movement().z;
|
||||
double strafeMovement = controller->Movement().x;
|
||||
|
||||
if (controller->Crouching() && animationName1 != "CrouchWalk") {
|
||||
animationName1 = "CrouchWalk";
|
||||
animationSpeed1 = 1.0 * -glm::sign(controller->Movement().z);
|
||||
} else {
|
||||
cAnimation["AnimationName1"] = "Run";
|
||||
(double&)cAnimation["Speed1"] = 2.f * -glm::sign(controller->Movement().z);
|
||||
if (glm::abs(forwardMovement) > 0) {
|
||||
if (animationName1 != "Run") {
|
||||
animationName1 = "Run";
|
||||
if (animationName2 == "StrafeLeft" || animationName2 == "StrafeRight") {
|
||||
animationTime1 = animationTime2;
|
||||
} else {
|
||||
animationTime1 = 0.0;
|
||||
}
|
||||
}
|
||||
animationSpeed1 = 2.f * -glm::sign(forwardMovement);
|
||||
}
|
||||
|
||||
if (glm::abs(strafeMovement) > 0) {
|
||||
if (animationName2 != "StrafeLeft" && animationName2 != "StrafeRight") {
|
||||
if (strafeMovement < 0) {
|
||||
animationName2 = "StrafeLeft";
|
||||
}
|
||||
if (strafeMovement > 0) {
|
||||
animationName2 = "StrafeRight";
|
||||
}
|
||||
if (animationName1 == "Run") {
|
||||
animationTime2 = animationTime1;
|
||||
} else {
|
||||
animationTime2 = 0.0;
|
||||
}
|
||||
}
|
||||
animationSpeed2 = 2.f * glm::abs(strafeMovement);
|
||||
}
|
||||
|
||||
double strafeWeight = glm::abs(strafeMovement) / (glm::abs(forwardMovement) + glm::abs(strafeMovement));
|
||||
animationWeight2 = strafeWeight;
|
||||
animationWeight1 = 1.0 - strafeWeight;
|
||||
}
|
||||
} else {
|
||||
if (controller->Crouching()) {
|
||||
cAnimation["AnimationName1"] = "Crouch";
|
||||
(double&)cAnimation["Speed"] = 1.f;
|
||||
animationName1 = "Crouch";
|
||||
animationName2 = "";
|
||||
animationSpeed1 = 1.0;
|
||||
animationSpeed2 = 0.0;
|
||||
animationWeight1 = 1.0;
|
||||
animationWeight2 = 0.0;
|
||||
} else {
|
||||
cAnimation["AnimationName1"] = "Hold Pos";
|
||||
(double&)cAnimation["Speed1"] = 1.f;
|
||||
animationName1 = "Idle";
|
||||
animationName2 = "";
|
||||
animationSpeed1 = 1.f;
|
||||
animationSpeed2 = 0.0;
|
||||
animationWeight1 = 1.0;
|
||||
animationWeight2 = 0.0;
|
||||
//cAnimation["AnimationName2"] = "Idle";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -91,7 +91,7 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
if (cameraEntity.Valid()) {
|
||||
Events::SetCamera e;
|
||||
e.CameraEntity = cameraEntity;
|
||||
m_EventBroker->Publish(e);
|
||||
//m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
// HACK: Set the player model color to team color
|
||||
|
||||
@@ -20,14 +20,14 @@ void WeaponSystem::Update(double dt)
|
||||
void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt)
|
||||
{
|
||||
// Update potential weapon behaviour for player
|
||||
//auto it = m_ActiveWeapons.find(entity);
|
||||
//if (it != m_ActiveWeapons.end()) {
|
||||
// //if (it->first.Valid()) {
|
||||
// it->second->Update(dt);
|
||||
// //} else {
|
||||
// // m_ActiveWeapons.erase(it);
|
||||
// //}
|
||||
//}
|
||||
auto it = m_ActiveWeapons.find(entity);
|
||||
if (it != m_ActiveWeapons.end()) {
|
||||
if (it->first.Valid()) {
|
||||
it->second->Update(dt);
|
||||
} else {
|
||||
m_ActiveWeapons.erase(it);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
|
||||
|
||||
Reference in New Issue
Block a user