Merge remote-tracking branch 'origin/master' into Kill-streak-sounds

This commit is contained in:
stiffly
2016-03-10 10:36:20 +01:00
176 changed files with 31770 additions and 8756 deletions
+12
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@@ -40,5 +40,17 @@ private:
};
std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
//class
enum class PlayerClass {
Assault,
Defender,
Sniper,
None
};
//helper methods
bool DoesPlayerHaveMaxAmmo(EntityWrapper &player);
PlayerClass DetermineClass(EntityWrapper &player);
void SetPlayerAmmo(EntityWrapper &player, int ammoGain);
int GetPlayerMaxAmmo(EntityWrapper &player);
};
#endif
@@ -15,6 +15,7 @@
#include "Rendering/Util/CommonFunctions.h"
//#define INDICATOR_TEST
#include "Core/ConfigFile.h"
class DamageIndicatorSystem : public ImpureSystem
{
@@ -40,6 +41,8 @@ private:
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
bool m_NetworkEnabled;
//for tests
#ifdef INDICATOR_TEST
glm::vec3 DamageIndicatorTest(EntityWrapper player);
+42
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@@ -0,0 +1,42 @@
#ifndef MainMenuSystem_h__
#define MainMenuSystem_h__
#include "Core/System.h"
#include "Rendering/IRenderer.h"
#include "Core/ResourceManager.h"
#include "Core/Event.h"
#include "Systems/SpawnerSystem.h"
#include "GUI/EButtonClicked.h"
#include "GUI/EButtonPressed.h"
#include "GUI/EButtonReleased.h"
#include "Input/EInputCommand.h"
#include "Network/ESearchForServers.h"
#include "Network/EConnectRequest.h"
class MainMenuSystem : public ImpureSystem
{
public:
MainMenuSystem(SystemParams params, IRenderer* renderer);
virtual void Update(double dt) override;
private:
IRenderer* m_Renderer;
EventRelay<MainMenuSystem, Events::ButtonClicked> m_EClicked;
bool OnButtonClick(const Events::ButtonClicked& e);
EventRelay<MainMenuSystem, Events::ButtonReleased> m_EReleased;
bool OnButtonRelease(const Events::ButtonReleased& e);
EventRelay<MainMenuSystem, Events::ButtonPressed> m_EPressed;
bool OnButtonPress(const Events::ButtonPressed& e);
EventRelay<MainMenuSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
std::string m_CurrentCommand = "";
EntityWrapper m_OpenSubMenu = EntityWrapper::Invalid;
};
#endif
+3
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@@ -24,7 +24,10 @@ private:
bool OnPlayerDeath(Events::PlayerDeath& e);
EventRelay<PlayerDeathSystem, Events::EntityDeleted> m_EEntityDeleted;
bool OnEntityDeleted(Events::EntityDeleted& e);
EventRelay<PlayerDeathSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(Events::InputCommand& e);
void setSpectatorCamera();
void createDeathEffect(EntityWrapper player);
};
+9
View File
@@ -15,10 +15,19 @@ public:
virtual void Update(double dt) override;
private:
// This enum must correspond to the command values for PickTeam buttons.
enum class PlayerClass
{
None = 0,
Assault,
Defender,
Sniper
};
struct SpawnRequest
{
int PlayerID;
ComponentInfo::EnumType Team;
PlayerClass Class;
};
bool m_NetworkEnabled = false;
+29
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@@ -0,0 +1,29 @@
#ifndef ServerListSystem_h__
#define ServerListSystem_h__
#include "Core/System.h"
#include "Rendering/IRenderer.h"
#include "Core/ResourceManager.h"
#include "Core/Event.h"
#include "Systems/SpawnerSystem.h"
#include "Core/EventBroker.h"
#include "Network/ESearchForServers.h"
#include "Network/EDisplayServerlist.h"
class ServerListSystem : public PureSystem
{
public:
ServerListSystem(SystemParams params, IRenderer* renderer);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt) override;
void RefreshList();
private:
IRenderer* m_Renderer;
EventRelay<ServerListSystem, Events::DisplayServerlist> m_EServerListRecieved;
bool OnServerListRecieved(const Events::DisplayServerlist& e);
};
#endif
@@ -0,0 +1,22 @@
#ifndef SpectatorCameraSystem_h__
#define SpectatorCameraSystem_h__
#include "Core/System.h"
#include "Input/EInputCommand.h"
class SpectatorCameraSystem : public ImpureSystem
{
public:
SpectatorCameraSystem(SystemParams params);
virtual void Update(double dt) override;
private:
int m_PickedTeam;
bool m_CamSetToTeamPick;
EventRelay<SpectatorCameraSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
};
#endif
+23
View File
@@ -0,0 +1,23 @@
#ifndef StartSystem_h__
#define StartSystem_h__
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Core/Event.h"
#include "Core/EventBroker.h"
#include "Rendering/ESetCamera.h"
class StartSystem : public ImpureSystem
{
public:
StartSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EntityWrapper m_ActiveCamera = EntityWrapper::Invalid;
EventRelay<StartSystem, Events::SetCamera> m_ECameraActivated;
bool OnCameraActivated(const Events::SetCamera& e);
};
#endif
+23 -20
View File
@@ -32,20 +32,19 @@ public:
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override
{
EntityWrapper firstPersonWeapon = entity.FirstChildByName("Hands").FirstChildByName("AssaultWeapon");
EntityWrapper thirdPersonWeapon = entity.FirstChildByName("PlayerModel").FirstChildByName("AssaultWeapon");
if (IsClient && (firstPersonWeapon.Valid() || thirdPersonWeapon.Valid())) {
if (m_ActiveWeapons.count(entity) == 0) {
/* EntityWrapper firstPersonWeapon = entity.FirstChildByName("Hands").FirstChildByName("AssaultWeapon");
EntityWrapper thirdPersonWeapon = entity.FirstChildByName("PlayerModel").FirstChildByName("AssaultWeapon");
if (IsClient && (firstPersonWeapon.Valid() || thirdPersonWeapon.Valid())) {
if (m_ActiveWeapons.count(entity) == 0) {
WeaponInfo& wi = m_ActiveWeapons[entity];
wi.Player = entity;
wi.WeaponEntity = entity;
wi.FirstPersonEntity = firstPersonWeapon;
wi.ThirdPersonEntity = thirdPersonWeapon;
WeaponInfo& wi = m_ActiveWeapons[entity];
wi.Player = entity;
wi.WeaponEntity = entity;
wi.FirstPersonEntity = firstPersonWeapon;
wi.ThirdPersonEntity = thirdPersonWeapon;
OnEquip(cWeapon, wi);
}
}
OnEquip(cWeapon, wi);
}
}*/
auto weapon = getActiveWeapon(entity);
if (!weapon) {
@@ -61,7 +60,9 @@ protected:
EntityWrapper Player;
EntityWrapper WeaponEntity;
EntityWrapper FirstPersonEntity;
EntityWrapper FirstPersonPlayerModel;
EntityWrapper ThirdPersonEntity;
EntityWrapper ThirdPersonPlayerModel;
};
IRenderer* m_Renderer;
@@ -89,7 +90,7 @@ protected:
// Returns wi.FirstPersonEntity or wi.ThirdPersonEntity depending on
// if the player is in first person mode or not.
EntityWrapper getRelevantWeaponModelEntity(WeaponInfo& wi)
EntityWrapper getRelevantWeaponEntity(WeaponInfo& wi)
{
if (isPlayerInFirstPerson(wi.Player)) {
return wi.FirstPersonEntity;
@@ -137,7 +138,7 @@ protected:
void playAnimationAndReturn(EntityWrapper weaponModelEntity, const std::string& subTreeName, const std::string& animationNodeName)
{
EntityWrapper root = weaponModelEntity.FirstParentWithComponent("Model");
EntityWrapper root = weaponModelEntity;
if (!root.Valid()) {
return;
}
@@ -254,9 +255,9 @@ private:
void selectWeapon(ComponentWrapper cWeapon, EntityWrapper player)
{
if (!IsServer) {
return;
}
//if (!IsServer) {
// return;
//}
// Don't reselect weapon if it's already active
if (getActiveWeapon(player)) {
@@ -287,11 +288,11 @@ private:
// Spawn the weapon(s)
EntityWrapper firstPersonWeapon;
EntityWrapper thirdPersonWeapon;
//if (IsClient) {
if (IsClient) {
if (firstPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
}
//}
}
if (thirdPersonAttachment.Valid()) {
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
}
@@ -300,7 +301,9 @@ private:
wi.Player = player;
wi.WeaponEntity = player;
wi.FirstPersonEntity = firstPersonWeapon;
wi.FirstPersonPlayerModel = firstPersonWeapon;
wi.ThirdPersonEntity = thirdPersonWeapon;
wi.ThirdPersonPlayerModel = thirdPersonWeapon.FirstParentWithComponent("Model");
OnEquip(cWeapon, wi);
}