WIP STUFF
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@@ -7,6 +7,10 @@
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<Gamma>1</Gamma>
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<Exposure>0.82000017166137695</Exposure>
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</c:SceneLight>
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<c:CapturePointGameMode>
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<RespawnTime>0.32289272439493288</RespawnTime>
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<MaxRespawnTime>0.5</MaxRespawnTime>
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</c:CapturePointGameMode>
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<c:Transform/>
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</Components>
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@@ -73,7 +77,9 @@
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</Entity>
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<Entity name="Cam">
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<Components>
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<c:Camera/>
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<c:Camera>
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<FOV>47</FOV>
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</c:Camera>
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<c:Model>
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<Resource>Models/Core/UnitSphere.mesh</Resource>
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<Shadow>false</Shadow>
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@@ -92,6 +98,11 @@
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</Entity>
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<Entity name="Spawn">
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<Components>
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<c:Team>
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<Team>
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<Blue/>
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</Team>
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</c:Team>
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<c:PlayerSpawn>
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<AssaultFile>Schema/Entities/PlayerAssaultBlue.xml</AssaultFile>
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<DefenderFile>Schema/Entities/PlayerDefenderBlue.xml</DefenderFile>
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@@ -99,6 +110,7 @@
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</c:PlayerSpawn>
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<c:Model>
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<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
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<Visible>false</Visible>
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</c:Model>
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<c:Spawner>
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<EntityFile></EntityFile>
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@@ -109,6 +121,18 @@
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Model>
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<Resource>Models/Highgrounds/Hg21.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="-1.75605178" Z="-20.9220009"/>
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<Scale X="0.407000005" Y="0.407000005" Z="0.407000005"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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+3065
File diff suppressed because it is too large
Load Diff
@@ -184,7 +184,7 @@ bool RenderSystem::isEntityVisible(EntityWrapper& entity)
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}
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// Hide things parented to local player if they have the HiddenFromLocalPlayer component
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bool outOfBodyExperience = false; // ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
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bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
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if (
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(entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid())
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&& (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))
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@@ -21,7 +21,7 @@ void PlayerMovementSystem::Update(double dt)
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{
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updateMovementControllers(dt);
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// Only do physics calculations on client and only for themselves.
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if (IsClient) {
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if (IsClient || true) {
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if (LocalPlayer.Valid()){
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updateVelocity(LocalPlayer, dt);
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}
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@@ -73,7 +73,7 @@ void PlayerMovementSystem::Update(double dt)
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return;
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}
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for (auto cDash : *pool) {
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if (cDash.EntityID != LocalPlayer.ID && (double)cDash["CoolDownMaxTimer"] - (double)cDash["CoolDownTimer"] < 0.5) {
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if ((double)cDash["CoolDownMaxTimer"] - (double)cDash["CoolDownTimer"] < 0.5) {
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// Spawn one afterimage for each player that Dashes.
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EntityWrapper player(m_World, cDash.EntityID);
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auto playerModel = player.FirstChildByName("PlayerModel");
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