EShoot: changed to string weaponType to int currentlyEquippedItem
PlayerSystem.h: added HeldItem enum PlayerSystem.cpp: simplified writing doubles, uses HeldItem enum ShootEventTest.cpp: simplified writing doubles
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+10
-10
@@ -27,39 +27,39 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
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leftMouseWasReleased = false;
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//get the health component linked to the playerId
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double currentHealth = (double)world->GetComponent(player.EntityID, "Health")["Health"];
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double currentAmmo = (double)0;
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double currentCoolDownTimer = (double)0;
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double currentAmmo = 0.0;
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double currentCoolDownTimer = 0.0;
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if (fabs((double)player["EquippedItem"] - (double)1) < (double) 0.0001f) {
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if (fabs((double)player["EquippedItem"] - (double)HeldItem::PrimaryWeapon) < 0.0001) {
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ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "PrimaryItem");
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currentAmmo = (double)currentItem["Ammo"];
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currentCoolDownTimer = (double)currentItem["CoolDownTimer"];
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}
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if (fabs((double)player["EquippedItem"] - (double)2) < (double) 0.0001f) {
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if (fabs((double)player["EquippedItem"] - (double)HeldItem::SecondaryWeapon) < 0.0001) {
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ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "SecondaryItem");
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currentAmmo = (double)currentItem["Ammo"];
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currentCoolDownTimer = (double)currentItem["CoolDownTimer"];
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}
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if (currentHealth > (double)0.0f && currentAmmo > (double)0.0f && currentCoolDownTimer < (double)0.001f) {
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if (currentHealth > 0.0 && currentAmmo > 0.0 && currentCoolDownTimer < 0.001) {
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//decrease ammo count
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//TODO: temp, set the cooldowntimer - probably done in some other system (itemSystem?) later
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if (fabs((double)player["EquippedItem"] - (double)1) < (double) 0.0001f) {
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if (fabs((double)player["EquippedItem"] - (double)HeldItem::PrimaryWeapon) < 0.0001) {
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ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "PrimaryItem");
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int currentAmmoInt = (int)((double)currentItem["Ammo"]);
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currentItem["Ammo"] = (double)(currentAmmoInt - 1);
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currentItem["CoolDownTimer"] = (double)2;
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currentItem["CoolDownTimer"] = 2.0;//change later!
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}
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if (fabs((double)player["EquippedItem"] - (double)2) < (double) 0.0001f) {
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if (fabs((double)player["EquippedItem"] - (double)HeldItem::SecondaryWeapon) < 0.0001) {
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ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "SecondaryItem");
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int currentAmmoInt = (int)((double)currentItem["Ammo"]);
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currentItem["Ammo"] = (double)(currentAmmoInt - 1);
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currentItem["CoolDownTimer"] = (double)2;
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currentItem["CoolDownTimer"] = 2.0;//change later!
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}
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//create and publish the shoot event
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Events::Shoot eShoot;
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eShoot.currentAimingPoint = aimingCoordinates;
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eShoot.weaponType = (int)player["EquippedItem"];
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eShoot.currentlyEquippedItem = (int) ((double)player["EquippedItem"]);
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m_EventBroker->Publish(eShoot);
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}
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}
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