Mouse always unlocked on game start and on disconnecting (i.e when menu shows).
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@@ -3,6 +3,7 @@
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#include "Core/System.h"
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#include "Input/EInputCommand.h"
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#include "Network/EPlayerDisconnected.h"
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class SpectatorCameraSystem : public ImpureSystem
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{
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@@ -17,6 +18,8 @@ private:
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EventRelay<SpectatorCameraSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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EventRelay<SpectatorCameraSystem, Events::PlayerDisconnected> m_EDisconnect;
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bool OnDisconnect(const Events::PlayerDisconnected& e);
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};
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#endif
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@@ -29,4 +29,6 @@ K=TakeDamage,1500
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F2=PerformanceTimingResetAllTimers
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F3=PerformanceTimingCreateExcelData
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Comma=SwapToClassPick
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Period=SwapToTeamPick
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Period=SwapToTeamPick
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Enter=PickClass,1
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F5=DisconnectFromServer
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@@ -47,6 +47,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
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Enable();
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} else {
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Disable();
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m_EventBroker->Publish(Events::UnlockMouse());
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}
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}
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@@ -1,4 +1,5 @@
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#include "Network/Client.h"
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#include "Network/EPlayerDisconnected.h"
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using namespace boost::asio::ip;
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Client::Client(World* world, EventBroker* eventBroker)
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@@ -224,7 +225,7 @@ void Client::parseServerlist(Packet& packet)
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void Client::parseKick()
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{
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LOG_WARNING("You have been kicked from the server.");
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m_IsConnected = false;
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disconnect();
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}
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void Client::parseSpawnEvents()
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@@ -464,6 +465,10 @@ void Client::disconnect()
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Packet packet(MessageType::Disconnect, m_SendPacketID);
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m_Reliable.Send(packet);
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m_Reliable.Disconnect();
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Events::PlayerDisconnected e;
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e.Entity = m_LocalPlayer.ID;
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e.PlayerID = -1;
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m_EventBroker->Publish(e);
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createMainMenu();
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}
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@@ -8,6 +8,7 @@ SpectatorCameraSystem::SpectatorCameraSystem(SystemParams params)
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, m_PickedTeam(-1)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SpectatorCameraSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EDisconnect, &SpectatorCameraSystem::OnDisconnect);
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}
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void SpectatorCameraSystem::Update(double dt)
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@@ -87,4 +88,17 @@ bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e)
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}
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return true;
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}
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}
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bool SpectatorCameraSystem::OnDisconnect(const Events::PlayerDisconnected& e)
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{
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// If local player gets disconnected, they should be set to
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// the spectator camera next time a map loads that has one.
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if (e.Entity == LocalPlayer.ID) {
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m_CamSetToTeamPick = false;
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// They will also be set to menu, so unlock mouse just in case they were in game with locked mouse.
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Events::UnlockMouse unlock;
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m_EventBroker->Publish(unlock);
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}
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return true;
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}
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