Fadesystem, entities, weapon muzzles should now look good. reload for secondary
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@@ -354,7 +354,16 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
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void DefenderWeaponBehaviour::spawnTracers(ComponentWrapper cWeapon, WeaponInfo& wi, std::vector<glm::vec2> pattern)
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{
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EntityWrapper muzzle = getRelevantWeaponEntity(wi).FirstChildByName("WeaponMuzzle");
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EntityWrapper flashSpawner = getRelevantWeaponEntity(wi).FirstChildByName("WeaponMuzzleFlash");
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if (flashSpawner.Valid()) {
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std::uniform_real_distribution<float> randomSpreadAngle(0.f, 3.1415f*2);
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EntityWrapper flash = SpawnerSystem::Spawn(flashSpawner, flashSpawner);
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if (flash.Valid()) {
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((glm::vec3&)flash["Transform"]["Orientation"]).z = randomSpreadAngle(m_RandomEngine);
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}
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}
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EntityWrapper muzzle = getRelevantWeaponEntity(wi).FirstChildByName("WeaponMuzzleRay");
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if (!muzzle.Valid()) {
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return;
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}
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