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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