Player names
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@@ -15,6 +15,7 @@ bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComp
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|| component.Info.Name == "AssaultWeapon"
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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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) {
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return false;
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}
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@@ -79,18 +79,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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}
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glm::vec3& velocity = cPhysics["Velocity"];
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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ImGui::Text(isOnGround ? "On ground" : "In air");
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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//ImGui::Text(isOnGround ? "On ground" : "In air");
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//ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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glm::vec3 groundVelocity(0.f, 0.f, 0.f);
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groundVelocity.x = velocity.x;
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groundVelocity.z = velocity.z;
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ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity));
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ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
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//ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity));
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//ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
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float currentSpeedProj = glm::dot(groundVelocity, wishDirection);
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float addSpeed = wishSpeed - currentSpeedProj;
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ImGui::Text("currentSpeedProj: %f", currentSpeedProj);
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ImGui::Text("wishSpeed: %f", wishSpeed);
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ImGui::Text("addSpeed: %f", addSpeed);
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//ImGui::Text("currentSpeedProj: %f", currentSpeedProj);
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//ImGui::Text("wishSpeed: %f", wishSpeed);
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//ImGui::Text("addSpeed: %f", addSpeed);
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if (addSpeed > 0) {
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static float accel = 15.f;
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@@ -128,6 +128,12 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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// When a player is actually spawned (since the actual spawning is handled on the server)
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// Hack should be moved.
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// TODO: Set the player name to whatever
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EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
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if (playerName.Valid()) {
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playerName["Text"]["Content"] = e.PlayerName;
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}
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if (!IsClient) {
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return false;
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}
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@@ -153,12 +159,6 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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}
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}
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// TODO: Set the player name to whatever
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EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
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if (playerName.Valid()) {
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playerName["Text"]["Content"] = e.PlayerName;
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}
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return true;
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}
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@@ -181,10 +181,10 @@ bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
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return false;
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}
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SpawnRequest req;
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req.PlayerID = m_PlayerIDs.at(e.Player.ID);
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req.Team = cTeam["Team"];
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m_SpawnRequests.push_back(req);
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SpawnRequest req;
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req.PlayerID = m_PlayerIDs.at(e.Player.ID);
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req.Team = cTeam["Team"];
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m_SpawnRequests.push_back(req);
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return true;
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}
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