Merge branch 'SniperSprintBranch' of github.com:teamfisk/TacticalZ into SniperSprintBranch

# Conflicts:
#	include/Engine/Input/FirstPersonInputController.h
This commit is contained in:
verysecrethero
2016-03-03 17:35:17 +01:00
71 changed files with 7134 additions and 766 deletions
@@ -27,7 +27,7 @@ public:
virtual bool OnCommand(const Events::InputCommand& e) override;
virtual void Reset();
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer);
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID);
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
bool SpecialAbilityKeyDown() const { return m_SpecialAbilityKeyDown; }
@@ -42,6 +42,7 @@ protected:
bool m_Crouching = false;
//assault dash membervariables - needed to calculate the doubletap- and dashlogic
double m_AssaultDashDoubleTapDeltaTime = 0.0;
double m_DashEffectResetTimer = 0.0;
//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
//and its very unlikely that someone wants to change that value
const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
@@ -52,7 +53,7 @@ protected:
bool m_ShiftDashing = false;
bool m_ValidDoubleTap = false;
//specialabilitys
//specialabilities
bool m_MovementKeyDown = false;
bool m_SpecialAbilityKeyDown = false;
int m_NumberOfMovementKeysDown = 0;
@@ -188,12 +189,19 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
}
template <typename EventContext>
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer) {
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID) {
m_AssaultDashDoubleTapDeltaTime += dt;
m_DashEffectResetTimer += dt;
assaultDashCoolDownTimer -= dt;
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
m_PlayerIsDashing = true;
if (m_DashEffectResetTimer > 0.05) {
Events::DashAbility e;
e.Player = playerID;
m_EventBroker->Publish(e);
m_DashEffectResetTimer = 0.0;
}
} else {
m_PlayerIsDashing = false;
}
@@ -205,6 +213,9 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
Events::DashAbility e;
e.Player = playerID;
m_EventBroker->Publish(e);
return;
}
@@ -235,6 +246,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
Events::DashAbility e;
e.Player = playerID;
m_EventBroker->Publish(e);
}