Working damage dealing, a super cool reload effect and hit markers!
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@@ -8,7 +8,6 @@ WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<Enti
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, m_CollisionOctree(collisionOctree)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &WeaponSystem::OnPlayerSpawned);
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}
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@@ -60,6 +59,14 @@ bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
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}
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}
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// Reload
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if (e.Command == "Reload" && e.Value != 0) {
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if (m_ActiveWeapons.find(player) != m_ActiveWeapons.end()) {
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auto weapon = m_ActiveWeapons.at(player);
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weapon->Reload();
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}
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}
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return true;
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}
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@@ -69,7 +76,7 @@ void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType sl
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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_CollisionOctree, player)));
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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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@@ -87,52 +94,3 @@ bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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// TODO: Select the active one specified by player component
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return true;
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}
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bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
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{
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if (!eShoot.Player.Valid()) {
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return false;
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}
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// Only run further picking code for the local player!
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if (eShoot.Player != 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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Rectangle screenResolution = m_Renderer->GetViewportSize();
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glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
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// TODO: check if player has enough ammo and if weapon has a cooldown or not
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// Pick middle of screen
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PickData pickData = m_Renderer->Pick(centerScreen);
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if (pickData.Entity == EntityID_Invalid) {
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return false;
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}
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EntityWrapper player(m_World, pickData.Entity);
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// Only care about players being hit
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if (!player.HasComponent("Player")) {
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player = player.FirstParentWithComponent("Player");
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}
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if (!player.Valid()) {
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return false;
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}
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// Check for friendly fire
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EntityWrapper shooter = eShoot.Player;
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if ((ComponentInfo::EnumType)player["Team"]["Team"] == (ComponentInfo::EnumType)shooter["Team"]["Team"]) {
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return false;
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}
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// TODO: Weapon damage calculations etc
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Events::PlayerDamage ePlayerDamage;
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ePlayerDamage.Player = player;
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ePlayerDamage.Damage = 100;
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m_EventBroker->Publish(ePlayerDamage);
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return true;
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}
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