Changed SprintAbility to take StrengthOfEffect. PlayerMovementSystem: if Sniper is sprinting he will now move faster.
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@@ -28,6 +28,7 @@ public:
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virtual void Reset();
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virtual void Reset();
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void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer);
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void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer);
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bool SniperSprintingCheck();
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virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
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virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
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virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
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virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
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@@ -241,4 +242,12 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
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m_EventBroker->Publish(e);
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m_EventBroker->Publish(e);
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}
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}
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template <typename EventContext>
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bool FirstPersonInputController<EventContext>::SniperSprintingCheck() {
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if (m_SpecialAbilityKeyDown) {
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return true;
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} else {
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return false;
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}
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}
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#endif
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#endif
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<SprintAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SprintAbility.xsd">
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<SprintAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SprintAbility.xsd">
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<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
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<StrengthOfEffect>2.0</StrengthOfEffect>
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</SprintAbility>
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</SprintAbility>
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@@ -9,8 +9,8 @@
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</xs:annotation>
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</xs:annotation>
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<xs:complexType>
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<xs:complexType>
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<xs:all>
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<xs:all>
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<xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0">
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<xs:element name="StrengthOfEffect" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>This is the cooldown on sprint</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>This is the strength of the sprint effect</xs:documentation></xs:annotation>
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</xs:element>
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</xs:element>
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</xs:all>
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</xs:all>
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</xs:complexType>
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</xs:complexType>
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@@ -58,7 +58,14 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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playerMovementSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
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playerMovementSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
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playerCrouchSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
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playerCrouchSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
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}
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}
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bool sniperSprinting = false;
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if (player.HasComponent("SprintAbility")) {
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if (controller->SniperSprintingCheck()) {
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playerMovementSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
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playerCrouchSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
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sniperSprinting = true;
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}
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}
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if (player.HasComponent("Physics")) {
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if (player.HasComponent("Physics")) {
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ComponentWrapper cPhysics = player["Physics"];
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ComponentWrapper cPhysics = player["Physics"];
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@@ -114,6 +121,9 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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if (playerBoostAssaultEntity.Valid()) {
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if (playerBoostAssaultEntity.Valid()) {
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accelerationSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
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accelerationSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
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}
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}
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if (sniperSprinting) {
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accelerationSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
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}
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velocity += accelerationSpeed * wishDirection;
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velocity += accelerationSpeed * wishDirection;
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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}
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}
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