Merge branch 'master' into Weapons

This commit is contained in:
Jocke
2016-03-04 08:29:33 +01:00
40 changed files with 16850 additions and 1565 deletions
+3 -2
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@@ -10,8 +10,9 @@ namespace Events
struct PlayerDeath : Event
{
//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
EntityWrapper Player;
std::string KilledByWhat;
EntityWrapper Player = EntityWrapper::Invalid;
EntityWrapper Killer = EntityWrapper::Invalid;
std::string KilledByWhat = "";
};
}
+1 -1
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@@ -68,7 +68,7 @@ protected:
const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) = 0;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt) = 0;
};
class ImpureSystem : public virtual System
+19
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@@ -0,0 +1,19 @@
#ifndef Events_KillDeath_h__
#define Events_KillDeath_h__
#include "Core/EventBroker.h"
typedef unsigned int PlayerID;
namespace Events
{
struct KillDeath : public Event
{
PlayerID Casualty = -1;
PlayerID Killer = -1;
};
}
#endif
+17
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@@ -0,0 +1,17 @@
#ifndef Events_PlayerConnected
#define Events_PlayerConnected
#include "Core/EventBroker.h"
namespace Events
{
struct PlayerConnected : public Event
{
std::string PlayerName = "";
int PlayerID = -1;
};
}
#endif // !Events_PlayerConnected
+7 -1
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@@ -21,6 +21,9 @@
#include "Core/EEntityDeleted.h"
#include "Core/EComponentDeleted.h"
#include "Core/EAmmoPickup.h"
#include "Core/EPlayerDeath.h"
#include "Network/EPlayerConnected.h"
#include "Network/EKillDeath.h"
class Server : public Network
{
@@ -77,7 +80,8 @@ private:
void parseOnPlayerDamage(Packet& packet);
void identifyPacketLoss();
void kick(PlayerID player);
PlayerID GetPlayerIDFromEndpoint();
PlayerID getPlayerIDFromEndpoint();
PlayerID getPlayerIDFromEntityID(EntityID entityID);
void parsePlayerTransform(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseClientPing();
@@ -103,6 +107,8 @@ private:
bool OnPlayerDamage(const Events::PlayerDamage& e);
EventRelay<Server, Events::AmmoPickup> m_EAmmoPickup;
bool OnAmmoPickup(const Events::AmmoPickup& e);
EventRelay<Server, Events::PlayerDeath> m_EPlayerDeath;
bool OnPlayerDeath(const Events::PlayerDeath& e);
};
#endif