New weapon behaviours
This commit is contained in:
@@ -15,10 +15,10 @@ public:
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}
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void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
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void UpdateWeapon(WeaponInfo& wi, double dt) override;
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void OnPrimaryFire(WeaponInfo& wi) override;
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void OnCeasePrimaryFire(WeaponInfo& wi) override;
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bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) override;
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void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
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void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
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private:
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std::random_device m_RandomDevice;
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@@ -29,8 +29,8 @@ private:
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bool OnSetCamera(const Events::SetCamera& e);
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// Weapon functions
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void fireShell(WeaponInfo& wi);
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void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
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void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi);
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void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
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// Utility
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float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
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@@ -0,0 +1,32 @@
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#include "WeaponBehaviour.h"
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#include "Collision/Collision.h"
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#include "Core/EPlayerDamage.h"
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class SidearmWeaponBehaviour : public WeaponBehaviour<SidearmWeaponBehaviour>
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{
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public:
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SidearmWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
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: System(systemParams)
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, WeaponBehaviour(systemParams, "SidearmWeapon", renderer, collisionOctree)
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, m_RandomEngine(m_RandomDevice())
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{ }
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void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
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void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
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void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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private:
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std::random_device m_RandomDevice;
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std::mt19937 m_RandomEngine;
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EntityWrapper m_CurrentCamera;
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// Weapon functions
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void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi);
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//void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
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// Utility
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bool canFire(ComponentWrapper cWeapon);
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//float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
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};
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@@ -24,36 +24,35 @@ public:
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}
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virtual ~WeaponBehaviour() = default;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override
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{
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auto weapon = getActiveWeapon(entity);
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if (!weapon) {
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return;
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} else {
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UpdateWeapon(*weapon, dt);
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UpdateWeapon(cWeapon, *weapon, dt);
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}
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}
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protected:
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struct WeaponInfo
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{
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std::string WeaponComponent;
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EntityWrapper Player;
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EntityWrapper WeaponEntity;
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EntityWrapper FirstPersonEntity;
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EntityWrapper ThirdPersonEntity;
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ComponentWrapper GetComponent() { return WeaponEntity[WeaponComponent]; }
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};
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IRenderer* m_Renderer;
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Octree<EntityAABB>* m_CollisionOctree;
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std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons;
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virtual void UpdateWeapon(WeaponInfo& wi, double dt) { }
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virtual void OnPrimaryFire(WeaponInfo& wi) { }
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virtual void OnCeasePrimaryFire(WeaponInfo& wi) { }
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virtual void OnReload(WeaponInfo& wi) { }
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virtual bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) { return false; }
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virtual void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) { }
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virtual void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) { }
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virtual void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) { }
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virtual void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) { }
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virtual void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) { }
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virtual bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) { return false; }
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private:
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EventRelay<ETYPE, Events::InputCommand> m_EInputCommand;
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@@ -70,15 +69,19 @@ private:
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}
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// Make sure the player has this weapon
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auto weapon = getWeaponComponent(player);
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if (!weapon) {
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auto cWeapon = getWeaponComponent(player);
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if (!cWeapon) {
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return false;
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}
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// Weapon selection
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if (e.Command == "SelectWeapon") {
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if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*weapon)["Slot"])) {
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selectWeapon(player);
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if (e.Value > 0) {
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if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*cWeapon)["Slot"])) {
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selectWeapon(player);
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} else {
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holsterWeapon(*cWeapon, player);
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}
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}
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}
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@@ -91,18 +94,18 @@ private:
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// Fire
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if (e.Command == "PrimaryFire") {
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if (e.Value > 0) {
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OnPrimaryFire(*activeWeapon);
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OnPrimaryFire(*cWeapon, *activeWeapon);
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} else {
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OnCeasePrimaryFire(*activeWeapon);
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OnCeasePrimaryFire(*cWeapon, *activeWeapon);
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}
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}
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// Reload
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if (e.Command == "Reload" && e.Value != 0) {
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OnReload(*activeWeapon);
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OnReload(*cWeapon, *activeWeapon);
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}
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return OnInputCommand(*activeWeapon, e);
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return OnInputCommand(*cWeapon, *activeWeapon, e);
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}
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boost::optional<ComponentWrapper> getWeaponComponent(EntityWrapper player)
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@@ -131,6 +134,11 @@ private:
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void selectWeapon(EntityWrapper player)
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{
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// Don't reselect weapon if it's already active
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if (getActiveWeapon(player)) {
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return;
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}
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// Find the weapon attachments matching the weapon type
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std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
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EntityWrapper firstPersonAttachment;
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@@ -152,14 +160,6 @@ private:
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return;
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}
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// Purge other weapon entities
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for (auto& attachment : weaponAttachments) {
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//if (attachment == firstPersonAttachment || attachment == thirdPersonAttachment) {
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// continue;
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//}
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attachment.DeleteChildren();
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}
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// Spawn the weapon(s)
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EntityWrapper firstPersonWeapon;
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EntityWrapper thirdPersonWeapon;
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@@ -170,12 +170,34 @@ private:
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thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
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}
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m_ActiveWeapons[player].WeaponComponent = m_ComponentType;
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m_ActiveWeapons[player].Player = player;
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m_ActiveWeapons[player].WeaponEntity = player;
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m_ActiveWeapons[player].FirstPersonEntity = firstPersonWeapon;
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m_ActiveWeapons[player].ThirdPersonEntity = thirdPersonWeapon;
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}
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void holsterWeapon(ComponentWrapper cWeapon, EntityWrapper player)
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{
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auto activeWeapon = getActiveWeapon(player);
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if (!activeWeapon) {
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return;
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}
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WeaponInfo& wi = *activeWeapon;
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// Send holster event
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OnHolster(cWeapon, wi);
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// Delete weapon entities
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if (wi.FirstPersonEntity.Valid()) {
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m_World->DeleteEntity(wi.FirstPersonEntity.ID);
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}
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if (wi.ThirdPersonEntity.Valid()) {
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m_World->DeleteEntity(wi.ThirdPersonEntity.ID);
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}
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// Make weapon inactive
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m_ActiveWeapons.erase(player);
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}
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};
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#endif
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@@ -49,5 +49,6 @@
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<xs:include schemaLocation="Components/DoubleJump.xsd"/>
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<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
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<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
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<xs:include schemaLocation="Components/SidearmWeapon.xsd"/>
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<xs:include schemaLocation="Components/CapturePointGameMode.xsd"/>
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</xs:schema>
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@@ -4,6 +4,18 @@
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
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<xs:complexType name="WeaponStateEnum" mixed="true">
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<xs:complexContent>
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<xs:extension base="t:enum">
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<xs:choice>
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<xs:element name="Idle" type="t:int" fixed="0" minOccurs="0"/>
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<xs:element name="Firing" type="t:int" fixed="1" minOccurs="0"/>
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<xs:element name="Reloading" type="t:int" fixed="2" minOccurs="0"/>
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</xs:choice>
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</xs:extension>
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</xs:complexContent>
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</xs:complexType>
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<xs:element name="DefenderWeapon">
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<xs:complexType>
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<xs:all>
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@@ -0,0 +1,14 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<SidearmWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SidearmWeapon.xsd">
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<MagazineAmmo>16</MagazineAmmo>
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<MagazineSize>16</MagazineSize>
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<BaseDamage>20</BaseDamage>
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<RPM>120</RPM>
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<ViewPunch>0.01</ViewPunch>
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<ReloadTime>0.5</ReloadTime>
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<Slot><Secondary/></Slot>
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<TriggerHeld>false</TriggerHeld>
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<FireCooldown>0</FireCooldown>
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<IsReloading>false</IsReloading>
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<ReloadTimer>0</ReloadTimer>
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</SidearmWeapon>
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@@ -0,0 +1,48 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
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<xs:complexType name="WeaponStateEnum" mixed="true">
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<xs:complexContent>
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<xs:extension base="t:enum">
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<xs:choice>
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<xs:element name="Idle" type="t:int" fixed="0" minOccurs="0"/>
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<xs:element name="Firing" type="t:int" fixed="1" minOccurs="0"/>
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<xs:element name="Reloading" type="t:int" fixed="2" minOccurs="0"/>
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</xs:choice>
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</xs:extension>
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</xs:complexContent>
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</xs:complexType>
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<xs:element name="SidearmWeapon">
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<xs:complexType>
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<xs:all>
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<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
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<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="MagazineSize" type="t:int" minOccurs="0">
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<xs:annotation><xs:documentation>Max number of rounds in a magazine</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="BaseDamage" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="RPM" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ViewPunch" type="t:float" minOccurs="0">
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<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ReloadTime" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
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<xs:element name="TriggerHeld" type="t:bool" minOccurs="0"/>
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<xs:element name="FireCooldown" type="t:double" minOccurs="0"/>
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<xs:element name="IsReloading" type="t:bool" minOccurs="0"/>
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<xs:element name="ReloadTimer" type="t:double" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -6,11 +6,6 @@
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<Origin X="0" Y="0.772000015" Z="0"/>
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<Size X="1" Y="1.60000002" Z="1"/>
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</c:AABB>
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<c:AssaultWeapon>
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<Slot>
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<Secondary/>
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</Slot>
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</c:AssaultWeapon>
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<c:Collidable/>
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<c:DefenderWeapon>
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<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
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@@ -399,11 +394,11 @@
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<Entity name="SecondaryAttachment">
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<Components>
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<c:Spawner>
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<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
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<EntityFile>Schema/Entities/SidearmWeaponView.xml</EntityFile>
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</c:Spawner>
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<c:Transform/>
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<c:WeaponAttachment>
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<Weapon>AssaultWeapon</Weapon>
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<Weapon>SidearmWeapon</Weapon>
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</c:WeaponAttachment>
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</Components>
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<Children/>
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@@ -52,6 +52,7 @@
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<xs:element ref="c:Button" minOccurs="0"/>
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<xs:element ref="c:WeaponAttachment" minOccurs="0"/>
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<xs:element ref="c:DefenderWeapon" minOccurs="0"/>
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<xs:element ref="c:SidearmWeapon" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -17,7 +17,7 @@ void Renderer::Initialize()
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m_TextPass->Initialize();
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/* m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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m_UnitQuad = ResourceManager::Load<Model>(sModels/Core/UnitQuad.obj");
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");*/
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m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
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@@ -6,36 +6,32 @@ void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWr
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WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
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}
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void DefenderWeaponBehaviour::UpdateWeapon(WeaponInfo& wi, double dt)
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void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
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{
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ComponentWrapper cWeapon = wi.GetComponent();
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bool isFiring = cWeapon["IsFiring"];
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bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
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bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
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if (isFiring && cooldownPassed && isNotShielding) {
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fireShell(wi);
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fireShell(cWeapon, wi);
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}
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}
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void DefenderWeaponBehaviour::OnPrimaryFire(WeaponInfo& wi)
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void DefenderWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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ComponentWrapper cWeapon = wi.GetComponent();
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cWeapon["IsFiring"] = true;
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bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
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bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
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if (cooldownPassed && isNotShielding) {
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fireShell(wi);
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fireShell(cWeapon, wi);
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}
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}
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void DefenderWeaponBehaviour::OnCeasePrimaryFire(WeaponInfo& wi)
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void DefenderWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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ComponentWrapper cWeapon = wi.GetComponent();
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cWeapon["IsFiring"] = false;
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}
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bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e)
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bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e)
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{
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if (e.Command == "SpecialAbility" && IsServer) {
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EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
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@@ -57,10 +53,8 @@ bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
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return true;
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}
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void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
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void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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ComponentWrapper cWeapon = wi.GetComponent();
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cWeapon["TimeSinceLastFire"] = 0.0;
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int numPellets = cWeapon["NumPellets"];
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float spreadAngle = cWeapon["SpreadAngle"];
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@@ -95,13 +89,13 @@ void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
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orientation.x += angles.x;
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orientation.y += angles.y;
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glm::vec3 trajectory = direction * distance;
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dealDamage(wi, direction, pelletDamage);
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dealDamage(cWeapon, wi, direction, pelletDamage);
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}
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}
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}
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void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage)
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void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
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{
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// Only deal damage client side
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if (!IsClient) {
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@@ -0,0 +1,58 @@
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#include "Systems/Weapon/SidearmWeaponBehaviour.h"
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void SidearmWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
|
||||
{
|
||||
double& cooldown = cWeapon["FireCooldown"];
|
||||
if (cooldown > 0) {
|
||||
cooldown -= dt;
|
||||
if (cooldown < 0) {
|
||||
cooldown = 0;
|
||||
}
|
||||
}
|
||||
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
|
||||
{
|
||||
if (canFire(cWeapon)) {
|
||||
fireBullet(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["TriggerHeld"] = true;
|
||||
if (canFire(cWeapon)) {
|
||||
fireBullet(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
// Make sure the trigger is released if weapon is holstered while firing
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
|
||||
// Cancel any reload
|
||||
cWeapon["IsReloading"] = false;
|
||||
cWeapon["ReloadTimer"] = 0.0;
|
||||
|
||||
LOG_DEBUG("HOLSTER");
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool SidearmWeaponBehaviour::canFire(ComponentWrapper cWeapon)
|
||||
{
|
||||
bool triggerHeld = cWeapon["TriggerHeld"];
|
||||
double& cooldown = cWeapon["FireCooldown"];
|
||||
// TODO: Ammo checks
|
||||
return triggerHeld && cooldown <= 0.0;
|
||||
}
|
||||
Reference in New Issue
Block a user