From e7de7ccf8c2859ce540388267bc2a291d8151cc1 Mon Sep 17 00:00:00 2001 From: verysecrethero Date: Thu, 3 Mar 2016 17:47:07 +0100 Subject: [PATCH] Just a reminder to not return at friendly fire because of Boosts --- src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp b/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp index 028bd10c..d08edec4 100644 --- a/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp +++ b/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp @@ -117,7 +117,7 @@ void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, do if (!wi.Player.Valid()) { return; } - + glm::vec3 maxRange = direction * 2.f; EntityWrapper camera = wi.Player.FirstChildByName("Camera"); glm::vec3 cameraPosition = Transform::AbsolutePosition(camera); @@ -147,8 +147,9 @@ void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, do } // Check for friendly fire + //this needs to not return, for the boosts. in all weaponclasses: assault,defender,sniper if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) { - return; + damage = 0; } // Deal damage! @@ -177,11 +178,11 @@ Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera) ComponentWrapper cTransform = camera["Transform"]; ComponentWrapper cCamera = camera["Camera"]; Camera cam( - (float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, - (double)cCamera["FOV"], - (double)cCamera["NearClip"], + (float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, + (double)cCamera["FOV"], + (double)cCamera["NearClip"], (double)cCamera["FarClip"] - ); + ); cam.SetPosition(cTransform["Position"]); cam.SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"])); return cam;