now using a define INDICATOR_TEST to activate the DamageIndicatorSystem test.
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@@ -14,6 +14,7 @@
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#include <glm/gtx/vector_angle.hpp>
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#include <glm/gtx/vector_angle.hpp>
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#include "Rendering/Util/CommonFunctions.h"
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#include "Rendering/Util/CommonFunctions.h"
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//#define INDICATOR_TEST
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class DamageIndicatorSystem : public ImpureSystem
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class DamageIndicatorSystem : public ImpureSystem
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{
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{
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@@ -40,8 +41,9 @@ private:
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float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
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float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
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//for tests
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//for tests
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int m_TestVar = 0;
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#ifdef INDICATOR_TEST
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bool m_Testing = false;
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glm::vec3 DamageIndicatorTest(EntityWrapper player);
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glm::vec3 DamageIndicatorTest(EntityWrapper player);
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int m_TestVar = 0;
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#endif
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};
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};
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#endif
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#endif
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@@ -42,9 +42,9 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
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glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"];
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glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"];
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//if testing
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//if testing
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if (m_Testing) {
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#ifdef INDICATOR_TEST
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inflictorPos = DamageIndicatorTest(e.Victim);
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inflictorPos = DamageIndicatorTest(e.Victim);
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}
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#endif
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float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos);
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float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos);
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@@ -100,6 +100,7 @@ float DamageIndicatorSystem::CalculateAngle(EntityWrapper player, glm::vec3 enem
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return angleBetweenVectors;
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return angleBetweenVectors;
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}
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}
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#ifdef INDICATOR_TEST
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glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) {
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glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) {
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auto currentPos = (glm::vec3)player["Transform"]["Position"];
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auto currentPos = (glm::vec3)player["Transform"]["Position"];
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@@ -145,3 +146,4 @@ glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) {
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deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
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deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
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return inflictorPos;
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return inflictorPos;
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}
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}
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#endif
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