Respawning may work, not been tested over network yet.
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@@ -78,8 +78,8 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
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}
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// Team picks should be processed ONLY server-side!
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// Don't make a spawn request if PlayerID is -1, i.e. we're the client.
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if (e.PlayerID == -1 && m_NetworkEnabled) {
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// Don't make a spawn request if we're the client.
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if (!IsServer && m_NetworkEnabled) {
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return false;
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}
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@@ -88,11 +88,10 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
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}
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//TODO: Spectating?
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if (e.Player.Valid() && e.Player.HasComponent("Team")) {
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ComponentWrapper cTeam = e.Player["Team"];
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if ((ComponentInfo::EnumType)e.Value == cTeam["Team"].Enum("Spectator")) {
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return false;
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}
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//Right now, return if someone picks spectator.
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//1 signifies spectator here, could not get Playerteam component since it may be invalid or without team comp.
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if ((ComponentInfo::EnumType)e.Value == 1) {
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return false;
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}
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//Check if the player already requested spawn.
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@@ -131,13 +130,6 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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return false;
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}
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// Check if a player already exists
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if (m_PlayerEntities.count(e.PlayerID) != 0) {
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// TODO: Disallow infinite respawning here
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if (m_PlayerEntities[e.PlayerID].Valid()) {
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m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
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}
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}
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// Set the camera to the correct entity
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EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera");
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@@ -170,6 +162,7 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
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{
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//Only spawn request if network is disabled or we are server.
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if (!IsServer && m_NetworkEnabled) {
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return false;
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}
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@@ -182,7 +175,7 @@ bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
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return false;
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}
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SpawnRequest req;
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req.PlayerID = m_PlayerIDs[e.Player.ID];
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req.PlayerID = m_PlayerIDs.at(e.Player.ID);
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req.Team = cTeam["Team"];
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m_SpawnRequests.push_back(req);
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}
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