WIP multi-weapon behaviours
This commit is contained in:
@@ -51,6 +51,13 @@ EntityWrapper EntityWrapper::FirstParentWithComponent(const std::string& compone
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return EntityWrapper::Invalid;
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}
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std::vector<EntityWrapper> EntityWrapper::ChildrenWithComponent(const std::string& componentType)
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{
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std::vector<EntityWrapper> childrenWithComponent;
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childrenWithComponentRecursive(componentType, *this, childrenWithComponent);
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return childrenWithComponent;
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}
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bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
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{
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EntityWrapper entity = *this;
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@@ -131,3 +138,18 @@ EntityWrapper EntityWrapper::firstChildByNameRecursive(const std::string& name,
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return EntityWrapper::Invalid;
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}
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void EntityWrapper::childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent)
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{
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auto itPair = this->World->GetChildren(entity.ID);
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if (itPair.first == itPair.second) {
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return;
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}
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for (auto it = itPair.first; it != itPair.second; ++it) {
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if (entity.HasComponent(componentType)) {
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childrenWithComponent.push_back(entity);
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}
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childrenWithComponentRecursive(componentType, entity, childrenWithComponent);
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}
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}
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@@ -5,7 +5,6 @@ AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRende
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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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@@ -36,7 +35,7 @@ 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 +55,14 @@ 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 +95,6 @@ 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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@@ -215,6 +199,12 @@ 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 +313,8 @@ 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 +322,8 @@ 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 +361,7 @@ 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 +1,10 @@
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#include "Systems/Weapon/DefenderWeaponBehaviour.h"
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DefenderWeaponBehaviour::DefenderWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
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: WeaponBehaviour(systemParams, renderer, collisionOctree, weaponEntity) { }
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void DefenderWeaponBehaviour::Fire()
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{
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}
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@@ -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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