Working damage dealing, a super cool reload effect and hit markers!
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@@ -41,7 +41,9 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
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playerEntityModel.Copy(deathEffectEW["Model"]);
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playerEntityAnimation.Copy(deathEffectEW["Animation"]);
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//freeze the animation
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deathEffectEW["Animation"]["Speed"] = 0.0;
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deathEffectEW["Animation"]["Speed1"] = 0.0;
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deathEffectEW["Animation"]["Speed2"] = 0.0;
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deathEffectEW["Animation"]["Speed3"] = 0.0;
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//copy the models position,orientation
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deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
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@@ -50,8 +52,10 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
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//deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0);
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//camera (with lifetime) behind the player
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auto cam = deathEffectEW.FirstChildByName("Camera");
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Events::SetCamera eSetCamera;
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eSetCamera.CameraEntity = cam;
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m_EventBroker->Publish(eSetCamera);
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if (player == LocalPlayer) {
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auto cam = deathEffectEW.FirstChildByName("Camera");
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Events::SetCamera eSetCamera;
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eSetCamera.CameraEntity = cam;
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m_EventBroker->Publish(eSetCamera);
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}
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}
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