Instagib!
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@@ -24,7 +24,7 @@ public:
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private:
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//methods which will take care of specific events
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EventRelay<HealthSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e);
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
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EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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bool HealthSystem::OnPlayerHealthPickup(const Events::PlayerHealthPickup& e);
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@@ -5,16 +5,6 @@
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<c:Transform/>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Model>
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<Resource></Resource>
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</c:Model>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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<Children/>
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</Entity>
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@@ -178,6 +178,123 @@
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</Entity>
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</Children>
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</Entity>
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<Entity name="Player">
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<Components>
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<c:AABB>
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<Origin X="0" Y="0.772000015" Z="0"/>
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<Size X="1" Y="1.60000002" Z="1"/>
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</c:AABB>
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<c:Collidable/>
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<c:Model/>
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<c:Physics>
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<Gravity>false</Gravity>
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</c:Physics>
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<c:Player>
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<MovementSpeed>5</MovementSpeed>
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</c:Player>
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<c:Team>
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<Team>
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<Red/>
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</Team>
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</c:Team>
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<c:Transform>
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<Position X="-0.246963501" Y="0.0264999866" Z="3.01600003"/>
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<Orientation X="0" Y="2.14675093" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="Camera">
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<Components>
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<c:Camera/>
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<c:Transform>
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<Position X="0" Y="1.37700009" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="PlayerName">
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<Components>
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<c:Text>
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<Resource>Fonts/DroidSans.ttf,100</Resource>
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<Color A="1" B="0" G="1" R="0"/>
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<Visible>false</Visible>
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</c:Text>
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<c:Transform>
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<Position X="0" Y="0.247910097" Z="-0.447844714"/>
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<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
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<Orientation X="0" Y="3.14199996" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="CameraModel">
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<Components>
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<c:Model>
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<Resource>Models/Camera.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
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<Scale X="1.30000007" Y="1.50000012" Z="1"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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<Entity name="ThirdPersonCamera">
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<Components>
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<c:Camera/>
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<c:Model>
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<Resource>Models/Camera.mesh</Resource>
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<Visible>false</Visible>
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</c:Model>
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<c:Transform>
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<Position X="-0.284000009" Y="1.83800006" Z="1.18900001"/>
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<Orientation X="5.95600033" Y="0" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="PlayerModel">
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<Components>
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<c:Model>
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<Resource>Models/AssaultHeadless.mesh</Resource>
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<Color A="1" B="0" G="0" R="1"/>
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</c:Model>
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<c:Transform>
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<Orientation X="0" Y="3.14159274" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="AABBStanding">
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<Components>
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<c:Model>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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<Color A="0.427450985" B="1" G="1" R="1"/>
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<Visible>false</Visible>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="0.772000015" Z="0"/>
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<Scale X="1" Y="1.60000002" Z="1"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="AABBCrouching">
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<Components>
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<c:Model>
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<Resource>Models/Core/UnitCube.mesh</Resource>
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<Color A="0.745098054" B="1" G="0" R="1"/>
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<Visible>false</Visible>
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</c:Model>
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<c:Transform>
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<Position X="0" Y="0.772000015" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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@@ -345,7 +345,7 @@ bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
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{
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Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
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packet.WritePrimitive(e.Damage);
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packet.WritePrimitive(e.Player.ID);
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packet.WritePrimitive(m_ClientIDToServerID.at(e.Player.ID));
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send(packet);
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return false;
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}
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@@ -75,9 +75,9 @@ void PickingPass::Draw(RenderScene& scene)
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m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
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if (m_ColorCounter[0] > 255) {
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m_ColorCounter[0] = 0;
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m_ColorCounter[1]++;
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m_ColorCounter[1] += 5;
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} else {
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m_ColorCounter[0]++;
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m_ColorCounter[0] += 50;
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}
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}
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+1
-1
@@ -77,7 +77,7 @@ Game::Game(int argc, char* argv[])
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// All systems with orderlevel 0 will be updated first.
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unsigned int updateOrderLevel = 0;
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m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
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//m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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@@ -45,10 +45,16 @@ void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& comp
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}
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}
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bool HealthSystem::OnPlayerDamaged(const Events::PlayerDamage& e)
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
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{
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//save the changed HP to a vector. it will be taken care of in UpdateComponent
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//m_DeltaHealthVector.push_back(std::make_tuple(e.PlayerDamagedID, -e.DamageAmount));
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ComponentWrapper cHealth = e.Player["Health"];
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double& health = cHealth["Health"];
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health -= e.Damage;
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if (health <= 0.0) {
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m_World->DeleteEntity(e.Player.ID);
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}
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return true;
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}
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@@ -25,11 +25,6 @@ bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e)
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bool WeaponSystem::OnInputCommand(const Events::InputCommand& e)
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{
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// Only shoot client-side!
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if (e.PlayerID != -1) {
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return false;
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}
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// Only shoot if the player is alive
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if (!m_LocalPlayer.Valid()) {
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return false;
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@@ -44,9 +39,17 @@ bool WeaponSystem::OnInputCommand(const Events::InputCommand& e)
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return true;
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}
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bool WeaponSystem::OnShoot(const Events::Shoot& eShoot) {
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bool WeaponSystem::OnShoot(const Events::Shoot& eShoot)
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{
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// TODO: Weapon firing effects here
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// Only run further picking code client-side!
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if (eShoot.Player != m_LocalPlayer) {
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return false;
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}
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// Screen center, based on current resolution!
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//TODO: check if player has enough ammo and if weapon has a cooldown or not
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// TODO: check if player has enough ammo and if weapon has a cooldown or not
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Rectangle screenResolution = m_Renderer->Resolution();
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glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
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