WIP multi-weapon behaviours
This commit is contained in:
+6
-2
@@ -16,7 +16,7 @@
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#include "Game/Systems/PickupSpawnSystem.h"
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#include "Game/Systems/AmmoPickupSystem.h"
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#include "Game/Systems/DamageIndicatorSystem.h"
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#include "Game/Systems/Weapon/WeaponSystem.h"
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#include "Game/Systems/Weapon/DefenderWeaponBehaviour.h"
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#include "Rendering/AnimationSystem.h"
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#include "Game/Systems/HealthHUDSystem.h"
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#include "Rendering/BoneAttachmentSystem.h"
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@@ -98,6 +98,10 @@ Game::Game(int argc, char* argv[])
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m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
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m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
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}
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} else {
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// If network is disabled, pretend we're a server
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m_IsClient = true;
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m_IsServer = true;
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}
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// Create Octrees
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@@ -120,7 +124,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
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m_SystemPipeline->AddSystem<DefenderWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
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@@ -13,6 +13,7 @@ bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComp
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component.Info.Name == "Transform"
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|| component.Info.Name == "Physics"
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|| component.Info.Name == "AssaultWeapon"
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|| component.Info.Name == "DefenderWeapon"
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|| component.Info.Name == "Animation"
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|| component.Info.Name == "AnimationOffset"
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|| entity.Name() == "PlayerName"
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@@ -13,7 +13,7 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
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}
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void DamageIndicatorSystem::Update(double dt) {
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if (!IsServer) {
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if (!IsServer && LocalPlayer.Valid()) {
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for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
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if (!iter->spriteEntity.Valid()) {
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updateDamageIndicatorVector.erase(iter);
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+17
-35
@@ -1,13 +1,5 @@
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#include "Systems/Weapon/AssaultWeaponBehaviour.h"
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AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
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: WeaponBehaviour(systemParams, renderer, collisionOctree, player)
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{
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m_FirstPersonModel = m_Player.FirstChildByName("Hands");
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m_ThirdPersonModel = m_Player.FirstChildByName("PlayerModel");
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EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
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}
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void AssaultWeaponBehaviour::Fire()
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{
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m_TimeSinceLastFire = 0.0;
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@@ -36,7 +28,7 @@ void AssaultWeaponBehaviour::Reload()
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return;
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}
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// Don't reload if we're completly out of ammo
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// Don't reload if we're completely out of ammo
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if (ammo == 0) {
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playEmptySound();
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m_TimeSinceLastFire = -0.0f; // HACK: To make empty sound play with interval
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@@ -56,14 +48,14 @@ void AssaultWeaponBehaviour::Update(double dt)
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{
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if (m_Reloading) {
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m_ReloadTimer -= dt;
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// Re-enable glow on reload impersonator half-way through the animation
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// Re-enable glow on reload impostor half-way through the animation
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if (IsClient) {
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if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
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if (m_FirstPersonReloadImpersonator.Valid()) {
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m_FirstPersonReloadImpersonator["Model"]["GlowMap"] = true;
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if (m_FirstPersonReloadImpostor.Valid()) {
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m_FirstPersonReloadImpostor["Model"]["GlowMap"] = true;
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}
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if (m_ThirdPersonReloadImpersonator.Valid()) {
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m_ThirdPersonReloadImpersonator["Model"]["GlowMap"] = true;
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if (m_ThirdPersonReloadImpostor.Valid()) {
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m_ThirdPersonReloadImpostor["Model"]["GlowMap"] = true;
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}
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}
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}
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@@ -96,21 +88,6 @@ void AssaultWeaponBehaviour::Update(double dt)
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}
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}
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bool AssaultWeaponBehaviour::OnAnimationComplete(Events::AnimationComplete& e)
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{
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if (e.Entity != m_FirstPersonModel) {
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return false;
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}
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//if (e.Name == "ShootRifle") {
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// if (!m_Firing) {
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// playIdleAnimation();
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// }
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//}
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return true;
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}
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bool AssaultWeaponBehaviour::hasAmmo()
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{
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ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
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@@ -177,7 +154,6 @@ void AssaultWeaponBehaviour::spawnTracer()
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float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
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{
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// TODO: Cast a ray and size tracer appropriately
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float distance;
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glm::vec3 pos;
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auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
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@@ -215,6 +191,12 @@ void AssaultWeaponBehaviour::playEmptySound()
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void AssaultWeaponBehaviour::viewPunch()
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{
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// Since we send absolute client orientations to server, running this server side would
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// cause aim desync.
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if (!IsClient) {
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return;
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}
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EntityWrapper playerCamera = m_Player.FirstChildByName("Camera");
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if (!playerCamera.Valid()) {
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return;
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@@ -323,8 +305,8 @@ void AssaultWeaponBehaviour::playReloadAnimation()
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EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
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EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
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if (IsClient) {
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m_FirstPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
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firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpersonator["Model"]);
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m_FirstPersonReloadImpostor = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
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firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpostor["Model"]);
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}
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firstPersonWeaponModel["Model"]["Visible"] = false;
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}
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@@ -332,8 +314,8 @@ void AssaultWeaponBehaviour::playReloadAnimation()
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EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
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EntityWrapper reloadSpawner = m_Player.FirstChildByName("ThirdPersonReloadSpawner");
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if (IsClient) {
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m_ThirdPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
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thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpersonator["Model"]);
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m_ThirdPersonReloadImpostor = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
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thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpostor["Model"]);
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}
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thirdPersonWeaponModel["Model"]["Visible"] = false;
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}
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@@ -371,7 +353,7 @@ bool AssaultWeaponBehaviour::shoot(double damage)
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return false;
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}
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// Don't let us shoot ourselves in the foot
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// Don't let us shoot ourselves in the foot somehow
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if (victim == LocalPlayer) {
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return false;
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}
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@@ -0,0 +1,188 @@
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#include "Systems/Weapon/DefenderWeaponBehaviour.h"
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void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
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{
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(double&)cWeapon["TimeSinceLastFire"] += dt;
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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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{
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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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}
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}
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void DefenderWeaponBehaviour::OnPrimaryFire(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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}
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}
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void DefenderWeaponBehaviour::OnCeasePrimaryFire(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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{
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if (e.Command == "SpecialAbility" && IsServer) {
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EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
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if (attachment.Valid()) {
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if (e.Value > 0) {
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SpawnerSystem::Spawn(attachment, attachment);
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} else {
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attachment.DeleteChildren();
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}
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}
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}
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return false;
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}
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bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
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{
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m_CurrentCamera = e.CameraEntity;
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return true;
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}
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void DefenderWeaponBehaviour::fireShell(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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std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
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// Calculate pellet angles
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// HACK: Random for now?
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// TODO: Make distribution even for each quadrant
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std::vector<glm::vec2> pelletAngles;
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for (int i = 0; i < numPellets; i++) {
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pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine)));
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LOG_DEBUG("%f %f", pelletAngles[i].x, pelletAngles[i].y);
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}
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double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets;
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// Tracers
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EntityWrapper weaponModelEntity;
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if (wi.Player == LocalPlayer) {
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weaponModelEntity = wi.FirstPersonEntity;
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} else {
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weaponModelEntity = wi.ThirdPersonEntity;
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}
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if (weaponModelEntity.Valid()) {
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EntityWrapper spawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
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for (auto& angles : pelletAngles) {
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glm::vec3 direction = Transform::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);
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float distance = traceRayDistance(Transform::AbsolutePosition(spawner), direction);
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EntityWrapper ray = SpawnerSystem::Spawn(spawner);
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((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
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glm::vec3& orientation = ray["Transform"]["Orientation"];
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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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}
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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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{
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// Only deal damage client side
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if (!IsClient) {
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return;
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}
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// Only handle shooting for the local player
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if (wi.Player != LocalPlayer) {
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return;
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}
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// Make sure the player isn't shooting from the grave
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if (!wi.Player.Valid()) {
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return;
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}
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glm::vec3 maxRange = direction * 2.f;
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
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if (!camera.Valid()) {
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return;
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}
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Rectangle screenResolution = m_Renderer->GetViewportSize();
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glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
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glm::vec2 screenCoords = cameraFromEntity(m_CurrentCamera).WorldToScreen(cameraPosition + maxRange, m_Renderer->GetViewportSize());
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PickData pickData = m_Renderer->Pick(centerScreen + screenCoords);
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EntityWrapper victim(m_World, pickData.Entity);
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if (!victim.Valid()) {
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return;
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}
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// Don't let us shoot ourselves in the foot somehow
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if (victim == LocalPlayer) {
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return;
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}
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// Only care about players being hit
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if (!victim.HasComponent("Player")) {
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victim = victim.FirstParentWithComponent("Player");
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}
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if (!victim.Valid()) {
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return;
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}
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// Check for friendly fire
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if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
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return;
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}
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// Deal damage!
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Events::PlayerDamage ePlayerDamage;
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ePlayerDamage.Inflictor = wi.Player;
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ePlayerDamage.Victim = victim;
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ePlayerDamage.Damage = damage;
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m_EventBroker->Publish(ePlayerDamage);
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LOG_DEBUG("Damage: %f", damage);
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}
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float DefenderWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
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{
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float distance;
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glm::vec3 pos;
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auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
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if (entity) {
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return distance;
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} else {
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return 100.f;
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}
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}
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Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
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{
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ComponentWrapper cTransform = camera["Transform"];
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ComponentWrapper cCamera = camera["Camera"];
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Camera cam(
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(float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height,
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(double)cCamera["FOV"],
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(double)cCamera["NearClip"],
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(double)cCamera["FarClip"]
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);
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cam.SetPosition(cTransform["Position"]);
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cam.SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
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return cam;
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}
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+50
-6
@@ -13,7 +13,7 @@ WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<Enti
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void WeaponSystem::Update(double dt)
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{
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// TODO: Clear inactive weapons
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}
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void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt)
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@@ -72,20 +72,64 @@ bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
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void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot)
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{
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std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
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// Find the weapon attachments matching the slot selected
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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 ((ComponentInfo::EnumType)cWeaponAttachment["Slot"] == slot) {
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ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
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if (person == person.Enum("FirstPerson")) {
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firstPersonAttachment = attachment;
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} else if (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 slot %i of player #%i", slot, player.ID);
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return;
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}
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// TODO: Delete old weapons
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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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firstPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
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}
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// Create the correct behaviour
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if (firstPersonWeapon.Valid()) {
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if (firstPersonWeapon.HasComponent("AssaultWeapon") {
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}
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}
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// Primary
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if (slot == 1) {
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// TODO: if class...
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if (m_ActiveWeapons.count(player) == 0) {
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m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player)));
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} else {
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//m_ActiveWeapons.erase(player);
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}
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nextBehaviour = std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player);
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}
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// Secondary
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if (slot == 2) {
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//m_ActiveWeapons[player] = std::make_shared<PistolWeaponBehaviour>();
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}
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if (nextBehaviour != nullptr) {
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// TODO: Destroy previous behaviour and make new
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if (m_ActiveWeapons.count(player) == 0) {
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m_ActiveWeapons[player] = nextBehaviour;
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}
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}
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}
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bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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