WIP multi-weapon behaviours
This commit is contained in:
@@ -1,37 +1,33 @@
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#ifndef AssaultWeaponBehaviour_h__
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#define AssaultWeaponBehaviour_h__
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#include "Sound/EPlaySoundOnEntity.h"
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#include "Collision/Collision.h"
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#include "Rendering/AnimationSystem.h"
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#include "Core/ConfigFile.h"
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#include "WeaponBehaviour.h"
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#include "../SpawnerSystem.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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class AssaultWeaponBehaviour : public WeaponBehaviour
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class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
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{
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public:
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AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
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virtual void Fire() override;
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virtual void CeaseFire() override;
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virtual void Reload() override;
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AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
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: WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
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{ }
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virtual void Update(double dt) override;
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protected:
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virtual void OnPrimaryFire(WeaponInfo& wi) override;
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virtual void OnCeasePrimaryFire(WeaponInfo& wi) override;
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virtual void OnReload(WeaponInfo& wi) override;
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private:
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EntityWrapper m_FirstPersonModel;
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EntityWrapper m_ThirdPersonModel;
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// State
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bool m_Firing = false;
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bool m_Reloading = false;
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double m_ReloadTimer = 0.0;
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EntityWrapper m_FirstPersonReloadImpersonator;
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EntityWrapper m_ThirdPersonReloadImpersonator;
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double m_TimeSinceLastFire = 0.0;
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EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
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bool OnAnimationComplete(Events::AnimationComplete& e);
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EntityWrapper m_FirstPersonReloadImpostor;
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bool hasAmmo();
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void fireRound();
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@@ -47,3 +43,5 @@ private:
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bool shoot(double damage);
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void showHitMarker();
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};
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#endif
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@@ -0,0 +1,38 @@
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#include "WeaponBehaviour.h"
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#include "Collision/Collision.h"
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#include "Core/EPlayerDamage.h"
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#include "Rendering/ESetCamera.h"
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class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
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{
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public:
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DefenderWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
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: System(systemParams)
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, WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree)
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, m_RandomEngine(m_RandomDevice())
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DefenderWeaponBehaviour::OnSetCamera);
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}
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void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
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void UpdateWeapon(WeaponInfo& wi, double dt) override;
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void OnPrimaryFire(WeaponInfo& wi) override;
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void OnCeasePrimaryFire(WeaponInfo& wi) override;
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bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) override;
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private:
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std::random_device m_RandomDevice;
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std::mt19937 m_RandomEngine;
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EntityWrapper m_CurrentCamera;
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EventRelay<DefenderWeaponBehaviour, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera& e);
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// Weapon functions
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void fireShell(WeaponInfo& wi);
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void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
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// Utility
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float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
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Camera cameraFromEntity(EntityWrapper camera);
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};
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@@ -5,30 +5,177 @@
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#include "Rendering/IRenderer.h"
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#include "Core/Octree.h"
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#include "Collision/EntityAABB.h"
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#include "Input/EInputCommand.h"
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#include "Systems/SpawnerSystem.h"
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class WeaponBehaviour : public System
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template <typename ETYPE>
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class WeaponBehaviour : public PureSystem
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{
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friend class WeaponSystem;
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public:
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WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
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: System(systemParams)
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WeaponBehaviour(SystemParams params, std::string componentType, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
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: System(params)
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, PureSystem(componentType)
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, m_Renderer(renderer)
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, m_CollisionOctree(collisionOctree)
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, m_Player(player)
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{ }
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand)
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}
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virtual ~WeaponBehaviour() = default;
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WeaponBehaviour(const WeaponBehaviour&) = delete;
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WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
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virtual void Fire() = 0;
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virtual void CeaseFire() { }
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virtual void Reload() { }
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virtual void Update(double dt) { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
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{
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auto weapon = getActiveWeapon(entity);
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if (!weapon) {
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return;
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} else {
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UpdateWeapon(*weapon, dt);
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}
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}
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protected:
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struct WeaponInfo
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{
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std::string WeaponComponent;
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EntityWrapper Player;
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EntityWrapper WeaponEntity;
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EntityWrapper FirstPersonEntity;
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EntityWrapper ThirdPersonEntity;
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ComponentWrapper GetComponent() { return WeaponEntity[WeaponComponent]; }
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};
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IRenderer* m_Renderer;
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Octree<EntityAABB>* m_CollisionOctree;
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EntityWrapper m_Player;
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std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons;
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virtual void UpdateWeapon(WeaponInfo& wi, double dt) { }
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virtual void OnPrimaryFire(WeaponInfo& wi) { }
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virtual void OnCeasePrimaryFire(WeaponInfo& wi) { }
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virtual void OnReload(WeaponInfo& wi) { }
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virtual bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) { return false; }
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private:
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EventRelay<ETYPE, Events::InputCommand> m_EInputCommand;
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bool _OnInputCommand(const Events::InputCommand& e)
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{
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EntityWrapper player = e.Player;
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if (e.PlayerID == -1) {
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player = LocalPlayer;
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}
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// Make sure the player is alive
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if (!player.Valid()) {
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return false;
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}
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// Make sure the player has this weapon
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auto weapon = getWeaponComponent(player);
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if (!weapon) {
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return false;
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}
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// Weapon selection
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if (e.Command == "SelectWeapon") {
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if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*weapon)["Slot"])) {
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selectWeapon(player);
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}
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}
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// Only handle weapon actions if the weapon is active
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auto activeWeapon = getActiveWeapon(player);
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if (!activeWeapon) {
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return false;
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}
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// Fire
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if (e.Command == "PrimaryFire") {
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if (e.Value > 0) {
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OnPrimaryFire(*activeWeapon);
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} else {
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OnCeasePrimaryFire(*activeWeapon);
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}
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}
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// Reload
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if (e.Command == "Reload" && e.Value != 0) {
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OnReload(*activeWeapon);
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}
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return OnInputCommand(*activeWeapon, e);
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}
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boost::optional<ComponentWrapper> getWeaponComponent(EntityWrapper player)
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{
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if (!player.HasComponent(m_ComponentType)) {
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return boost::none;
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}
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return player[m_ComponentType];
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}
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boost::optional<WeaponInfo&> getActiveWeapon(EntityWrapper player)
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{
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auto it = m_ActiveWeapons.find(player);
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if (it == m_ActiveWeapons.end()) {
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return boost::none;
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}
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WeaponInfo& activeWeapon = it->second;
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if (!activeWeapon.FirstPersonEntity.Valid() && !activeWeapon.ThirdPersonEntity.Valid()) {
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return boost::none;
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}
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return activeWeapon;
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}
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void selectWeapon(EntityWrapper player)
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{
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// Find the weapon attachments matching the weapon type
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std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
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EntityWrapper firstPersonAttachment;
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EntityWrapper thirdPersonAttachment;
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for (auto& attachment : weaponAttachments) {
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ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
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if ((std::string&)cWeaponAttachment["Weapon"] == m_ComponentType) {
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ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
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if ((ComponentInfo::EnumType)person == person.Enum("FirstPerson")) {
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firstPersonAttachment = attachment;
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} else if ((ComponentInfo::EnumType)person == person.Enum("ThirdPerson")) {
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thirdPersonAttachment = attachment;
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}
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}
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}
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if (!firstPersonAttachment.Valid() && !thirdPersonAttachment.Valid()) {
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LOG_WARNING("No weapon attachment found for %s of player #%i", m_ComponentType.c_str(), player.ID);
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return;
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}
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// Purge other weapon entities
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for (auto& attachment : weaponAttachments) {
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//if (attachment == firstPersonAttachment || attachment == thirdPersonAttachment) {
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// continue;
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//}
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attachment.DeleteChildren();
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}
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// Spawn the weapon(s)
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EntityWrapper firstPersonWeapon;
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EntityWrapper thirdPersonWeapon;
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if (firstPersonAttachment.Valid()) {
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firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
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}
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if (thirdPersonAttachment.Valid()) {
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thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
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}
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m_ActiveWeapons[player].WeaponComponent = m_ComponentType;
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m_ActiveWeapons[player].Player = player;
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m_ActiveWeapons[player].WeaponEntity = player;
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m_ActiveWeapons[player].FirstPersonEntity = firstPersonWeapon;
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m_ActiveWeapons[player].ThirdPersonEntity = thirdPersonWeapon;
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}
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};
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#endif
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