New weapon behaviours
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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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