Fixed the stuff in comments
This commit is contained in:
@@ -28,9 +28,9 @@ 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, double& assaultDashCoolDownTimer);
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void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer);
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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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bool SpecialAbilityKeyDown() const { return m_SpecialAbilityKeyDown; }
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protected:
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protected:
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const int m_PlayerID;
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const int m_PlayerID;
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@@ -145,10 +145,10 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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if (m_NumberOfMovementKeysDown == 0) {
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if (m_NumberOfMovementKeysDown == 0) {
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m_MovementKeyDown = false;
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m_MovementKeyDown = false;
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}
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}
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//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
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//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
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m_AssaultDashTapDirection = m_CurrentDirectionVector;
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m_AssaultDashTapDirection = m_CurrentDirectionVector;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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m_AssaultDashDoubleTapDeltaTime = 0.f;
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}
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}
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}
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}
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@@ -161,12 +161,9 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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}
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}
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if (e.Command == "SpecialAbility") {
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if (e.Command == "SpecialAbility") {
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if (e.Value > 0) {
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m_SpecialAbilityKeyDown = e.Value > 0;
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m_SpecialAbilityKeyDown = true;
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} else {
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m_SpecialAbilityKeyDown = false;
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}
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}
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}
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if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
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if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
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m_ShiftDashing = true;
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m_ShiftDashing = true;
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} else {
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} else {
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@@ -241,12 +238,4 @@ 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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@@ -68,7 +68,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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}
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}
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bool sniperSprinting = false;
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bool sniperSprinting = false;
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if (player.HasComponent("SprintAbility")) {
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if (player.HasComponent("SprintAbility")) {
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if (controller->SniperSprintingCheck()) {
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if (controller->SpecialAbilityKeyDown()) {
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playerMovementSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
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playerMovementSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
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playerCrouchSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
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playerCrouchSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
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sniperSprinting = true;
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sniperSprinting = true;
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