Merge branch 'master' into Weapons
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@@ -2,6 +2,7 @@
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PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
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: System(params)
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, m_SprintEffectTimer(0.f)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
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EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &PlayerMovementSystem::OnDoubleJump);
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@@ -19,8 +20,48 @@ void PlayerMovementSystem::Update(double dt)
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{
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updateMovementControllers(dt);
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// Only do physics calculations on client and only for themselves.
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if (IsClient && LocalPlayer.Valid()) {
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updateVelocity(LocalPlayer, dt);
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if (IsClient) {
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if (LocalPlayer.Valid()){
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updateVelocity(LocalPlayer, dt);
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}
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m_SprintEffectTimer += dt;
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if (m_SprintEffectTimer < 0.016f) {
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return;
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}
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m_SprintEffectTimer = 0.f;
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const ComponentPool* pool = m_World->GetComponents("SprintAbility");
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if (pool == nullptr) {
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return;
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}
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for (auto cSprint : *pool) {
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if (cSprint.EntityID != LocalPlayer.ID && (bool)cSprint["Active"]) {
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// Spawn one afterimage for each player that sprints.
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EntityWrapper player(m_World, cSprint.EntityID);
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/SprintEffect.xml");
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EntityWrapper sprintEffect = entityFile->MergeInto(m_World);
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auto playerModel = player.FirstChildByName("PlayerModel");
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if (!playerModel.Valid()) {
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continue;
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}
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if (!playerModel.HasComponent("Model")) {
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continue;
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}
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if (!playerModel.HasComponent("Animation")) {
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continue;
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}
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auto playerEntityModel = playerModel["Model"];
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auto playerEntityAnimation = playerModel["Animation"];
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playerEntityModel.Copy(sprintEffect["Model"]);
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playerEntityAnimation.Copy(sprintEffect["Animation"]);
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sprintEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"];
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((glm::vec4&)sprintEffect["ExplosionEffect"]["EndColor"]).w = 0.f;
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sprintEffect["Animation"]["Speed1"] = 0.0;
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sprintEffect["Animation"]["Speed2"] = 0.0;
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sprintEffect["Animation"]["Speed3"] = 0.0;
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sprintEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
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sprintEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
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}
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}
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}
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}
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@@ -64,6 +105,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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}
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bool sniperSprinting = false;
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if (player.HasComponent("SprintAbility")) {
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(bool)player["SprintAbility"]["Active"] = controller->SpecialAbilityKeyDown();
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if (controller->SpecialAbilityKeyDown()) {
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playerMovementSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
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playerCrouchSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
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