New weapon behaviours
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@@ -17,7 +17,7 @@ void Renderer::Initialize()
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m_TextPass->Initialize();
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/* m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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m_UnitQuad = ResourceManager::Load<Model>(sModels/Core/UnitQuad.obj");
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");*/
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m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
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@@ -6,36 +6,32 @@ void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWr
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WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
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}
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void DefenderWeaponBehaviour::UpdateWeapon(WeaponInfo& wi, double dt)
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void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
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{
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ComponentWrapper cWeapon = wi.GetComponent();
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bool isFiring = cWeapon["IsFiring"];
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bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
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bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
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if (isFiring && cooldownPassed && isNotShielding) {
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fireShell(wi);
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fireShell(cWeapon, wi);
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}
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}
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void DefenderWeaponBehaviour::OnPrimaryFire(WeaponInfo& wi)
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void DefenderWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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ComponentWrapper cWeapon = wi.GetComponent();
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cWeapon["IsFiring"] = true;
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bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
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bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
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if (cooldownPassed && isNotShielding) {
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fireShell(wi);
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fireShell(cWeapon, wi);
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}
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}
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void DefenderWeaponBehaviour::OnCeasePrimaryFire(WeaponInfo& wi)
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void DefenderWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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ComponentWrapper cWeapon = wi.GetComponent();
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cWeapon["IsFiring"] = false;
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}
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bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e)
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bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e)
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{
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if (e.Command == "SpecialAbility" && IsServer) {
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EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
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@@ -57,10 +53,8 @@ bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
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return true;
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}
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void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
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void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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ComponentWrapper cWeapon = wi.GetComponent();
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cWeapon["TimeSinceLastFire"] = 0.0;
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int numPellets = cWeapon["NumPellets"];
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float spreadAngle = cWeapon["SpreadAngle"];
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@@ -95,13 +89,13 @@ void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
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orientation.x += angles.x;
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orientation.y += angles.y;
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glm::vec3 trajectory = direction * distance;
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dealDamage(wi, direction, pelletDamage);
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dealDamage(cWeapon, wi, direction, pelletDamage);
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}
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}
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}
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void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage)
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void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
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{
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// Only deal damage client side
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if (!IsClient) {
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@@ -0,0 +1,58 @@
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#include "Systems/Weapon/SidearmWeaponBehaviour.h"
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void SidearmWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
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{
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double& cooldown = cWeapon["FireCooldown"];
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if (cooldown > 0) {
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cooldown -= dt;
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if (cooldown < 0) {
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cooldown = 0;
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}
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}
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WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
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}
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void SidearmWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
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{
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if (canFire(cWeapon)) {
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fireBullet(cWeapon, wi);
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}
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}
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void SidearmWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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cWeapon["TriggerHeld"] = true;
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if (canFire(cWeapon)) {
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fireBullet(cWeapon, wi);
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}
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}
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void SidearmWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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cWeapon["TriggerHeld"] = false;
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}
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void SidearmWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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// Make sure the trigger is released if weapon is holstered while firing
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cWeapon["TriggerHeld"] = false;
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// Cancel any reload
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cWeapon["IsReloading"] = false;
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cWeapon["ReloadTimer"] = 0.0;
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LOG_DEBUG("HOLSTER");
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}
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void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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}
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bool SidearmWeaponBehaviour::canFire(ComponentWrapper cWeapon)
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{
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bool triggerHeld = cWeapon["TriggerHeld"];
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double& cooldown = cWeapon["FireCooldown"];
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// TODO: Ammo checks
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return triggerHeld && cooldown <= 0.0;
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}
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