First person shoot animations
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#include "Sound/EPlaySoundOnEntity.h"
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#include "Rendering/AnimationSystem.h"
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#include "WeaponBehaviour.h"
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#include "../SpawnerSystem.h"
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class AssaultWeaponBehaviour : public WeaponBehaviour
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{
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public:
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AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
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virtual void Fire() override;
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virtual void CeaseFire() override;
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virtual void Reload() override;
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virtual void Update(double dt) override;
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private:
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EntityWrapper m_FirstPersonModel;
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// State
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bool m_Firing = false;
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bool m_Reloading = false;
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double m_TimeSinceLastFire = 0.0;
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EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
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bool OnAnimationComplete(Events::AnimationComplete& e);
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void fireRound();
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void spawnTracer();
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float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
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void playSound();
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void viewPunch();
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void playShootAnimation();
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void playIdleAnimation();
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};
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