Merge remote-tracking branch 'origin/master' into Kill-streak-sounds
# Conflicts: # include/Game/Systems/Weapon/DefenderWeaponBehaviour.h
This commit is contained in:
@@ -0,0 +1,295 @@
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#include "Systems/Weapon/AssaultWeaponBehaviour.h"
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void AssaultWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
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{
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double& fireCooldown = cWeapon["FireCooldown"];
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fireCooldown = glm::max(0.0, fireCooldown - dt);
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WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
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}
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void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
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{
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// Start reloading automatically if at 0 mag ammo
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int& magAmmo = cWeapon["MagazineAmmo"];
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if (m_ConfigAutoReload && magAmmo <= 0) {
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OnReload(cWeapon, wi);
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}
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// Only start reloading once we're done firing
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bool& reloadQueued = cWeapon["ReloadQueued"];
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double& fireCooldown = cWeapon["FireCooldown"];
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bool& isReloading = cWeapon["IsReloading"];
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if (reloadQueued && fireCooldown <= 0) {
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reloadQueued = fireCooldown;
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isReloading = true;
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}
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// Decrement reload timer
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double& reloadTimer = cWeapon["ReloadTimer"];
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if (isReloading) {
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reloadTimer = glm::max(0.0, reloadTimer - dt);
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}
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// Handle reloading
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if (isReloading && reloadTimer <= 0.0) {
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int& magSize = cWeapon["MagazineSize"];
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int& ammo = cWeapon["Ammo"];
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ammo = glm::max(0, ammo - (magSize - magAmmo));
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magAmmo = glm::min(magSize, ammo);
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isReloading = false;
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if (wi.FirstPersonEntity.Valid()) {
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wi.FirstPersonEntity["Model"]["Visible"] = true;
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}
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if (wi.ThirdPersonEntity.Valid()) {
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wi.ThirdPersonEntity["Model"]["Visible"] = true;
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}
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}
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// Restore view angle
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if (IsClient) {
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float& currentTravel = cWeapon["CurrentTravel"];
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float& returnSpeed = cWeapon["ViewReturnSpeed"];
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if (currentTravel > 0) {
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float change = returnSpeed * dt;
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currentTravel = glm::max(0.f, currentTravel - change);
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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if (camera.Valid()) {
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glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
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cameraOrientation.x -= change;
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}
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}
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}
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// Update first person run animation
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ComponentWrapper cPlayer = wi.Player["Player"];
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ComponentWrapper cPhysics = wi.Player["Physics"];
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const float& movementSpeed = cPlayer["MovementSpeed"];
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float speed = glm::length((const glm::vec3&)cPhysics["Velocity"]);
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float animationWeight = glm::min(speed, movementSpeed) / movementSpeed;
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EntityWrapper rootNode = wi.FirstPersonEntity.FirstParentWithComponent("Model");
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if (rootNode.Valid()) {
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EntityWrapper blend = rootNode.FirstChildByName("MovementBlend");
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if (blend.Valid()) {
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(double&)blend["Blend"]["Weight"] = animationWeight;
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}
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}
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// Fire if we're able to fire
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if (canFire(cWeapon, wi)) {
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fireBullet(cWeapon, wi);
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}
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}
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void AssaultWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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cWeapon["TriggerHeld"] = true;
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if (canFire(cWeapon, wi)) {
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fireBullet(cWeapon, wi);
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}
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}
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void AssaultWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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cWeapon["TriggerHeld"] = false;
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}
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void AssaultWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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bool& reloadQueued = cWeapon["ReloadQueued"];
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bool& isReloading = cWeapon["IsReloading"];
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if (reloadQueued || isReloading) {
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return;
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}
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int& magAmmo = cWeapon["MagazineAmmo"];
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int& magSize = cWeapon["MagazineSize"];
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if (magAmmo >= magSize) {
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return;
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}
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int& ammo = cWeapon["Ammo"];
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if (ammo <= 0) {
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return;
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}
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double reloadTime = cWeapon["ReloadTime"];
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double& reloadTimer = cWeapon["ReloadTimer"];
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// Start reload
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reloadQueued = true;
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reloadTimer = reloadTime;
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// Play animation
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playAnimationAndReturn(wi.FirstPersonEntity, "BlendTreeAssaultWeapon", "Reload");
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if (IsClient) {
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// Spawn explosion effect
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EntityWrapper reloadEffectSpawner = wi.FirstPersonEntity.FirstChildByName("FirstPersonReloadSpawner");
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if (reloadEffectSpawner.Valid()) {
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SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner);
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}
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if (wi.FirstPersonEntity.Valid()) {
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wi.FirstPersonEntity["Model"]["Visible"] = false;
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}
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if (wi.ThirdPersonEntity.Valid()) {
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wi.ThirdPersonEntity["Model"]["Visible"] = false;
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}
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}
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// Sound
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Events::PlaySoundOnEntity e;
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e.Emitter = wi.Player;
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e.FilePath = "Audio/weapon/Assault/AssaultWeaponReload.wav";
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m_EventBroker->Publish(e);
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}
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void AssaultWeaponBehaviour::OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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cWeapon["FireCooldown"] = (double)cWeapon["EquipTime"];
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}
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void AssaultWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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// Make sure the trigger is released if weapon is holstered while firing
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cWeapon["TriggerHeld"] = false;
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// Cancel any reload
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cWeapon["IsReloading"] = false;
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cWeapon["ReloadTimer"] = 0.0;
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}
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void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
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// Ammo
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int& magAmmo = cWeapon["MagazineAmmo"];
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if (magAmmo <= 0) {
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return;
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} else {
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magAmmo -= 1;
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}
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// View punch
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if (IsClient) {
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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if (camera.Valid()) {
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glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
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float viewPunch = cWeapon["ViewPunch"];
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float maxTravelAngle = cWeapon["MaxTravelAngle"];
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float& currentTravel = cWeapon["CurrentTravel"];
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if (currentTravel < maxTravelAngle) {
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float change = viewPunch;
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if (currentTravel + change > maxTravelAngle) {
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change = maxTravelAngle - currentTravel;
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}
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cameraOrientation.x += change;
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currentTravel += change;
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}
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}
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}
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// Get weapon model based on current person
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EntityWrapper weaponModelEntity = getRelevantWeaponModelEntity(wi);
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if (!weaponModelEntity.Valid()) {
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return;
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}
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// Tracer
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EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
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if (tracerSpawner.Valid()) {
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glm::vec3 origin = Transform::AbsolutePosition(tracerSpawner);
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glm::vec3 direction = glm::quat(Transform::AbsoluteOrientationEuler(tracerSpawner)) * glm::vec3(0, 0, -1);
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float distance = traceRayDistance(origin, direction);
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EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner);
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if (ray.Valid()) {
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((glm::vec3&)ray["Transform"]["Scale"]).z = distance;
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}
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}
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// Deal damage
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if (dealDamage(cWeapon, wi)) {
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// Show hit marker
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EntityWrapper hitMarkerSpawner = wi.Player.FirstChildByName("HitMarkerSpawner");
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if (hitMarkerSpawner.Valid()) {
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SpawnerSystem::Spawn(hitMarkerSpawner, hitMarkerSpawner);
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Events::PlaySoundOnEntity e;
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e.Emitter = wi.Player;
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e.FilePath = "Audio/weapon/hitclick.wav";
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m_EventBroker->Publish(e);
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}
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}
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// Play animation
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playAnimationAndReturn(wi.FirstPersonEntity, "BlendTreeAssaultWeapon", "Fire");
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// Sound
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Events::PlaySoundOnEntity e;
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e.Emitter = wi.Player;
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e.FilePath = "Audio/weapon/Assault/AssaultWeaponFire.wav";
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m_EventBroker->Publish(e);
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}
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bool AssaultWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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bool triggerHeld = cWeapon["TriggerHeld"];
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bool cooldownPassed = (double)cWeapon["FireCooldown"] <= 0.0;
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bool isNotReloading = !(bool)cWeapon["IsReloading"];
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return triggerHeld && cooldownPassed && isNotReloading;
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}
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bool AssaultWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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// Only deal damage client side
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if (!IsClient) {
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return false;
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}
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// Only handle damage for the local player
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if (wi.Player != LocalPlayer) {
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return false;
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}
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// Make sure the player isn't shooting from the grave
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if (!wi.Player.Valid()) {
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return false;
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}
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// 3D-pick middle of screen
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Rectangle viewport = m_Renderer->GetViewportSize();
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glm::vec2 centerScreen(viewport.Width / 2, viewport.Height / 2);
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// TODO: Some horizontal spread
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PickData pickData = m_Renderer->Pick(centerScreen);
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EntityWrapper victim(m_World, pickData.Entity);
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if (!victim.Valid()) {
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return false;
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}
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// Don't let us somehow shoot ourselves in the foot
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if (victim == LocalPlayer) {
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return false;
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}
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// Only care about players being hit
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if (!victim.HasComponent("Player")) {
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victim = victim.FirstParentWithComponent("Player");
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}
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if (!victim.Valid()) {
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return false;
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}
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double damage = cWeapon["BaseDamage"];
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// If friendly fire, reduce damage to 0 (needed to make Boosts, Ammosharing work)
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if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
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damage = 0;
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}
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// Deal damage!
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Events::PlayerDamage ePlayerDamage;
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ePlayerDamage.Inflictor = wi.Player;
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ePlayerDamage.Victim = victim;
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ePlayerDamage.Damage = damage;
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m_EventBroker->Publish(ePlayerDamage);
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return damage > 0;
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}
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@@ -2,48 +2,157 @@
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void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
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{
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(double&)cWeapon["TimeSinceLastFire"] += dt;
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double& fireCooldown = cWeapon["FireCooldown"];
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fireCooldown = glm::max(0.0, fireCooldown - dt);
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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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// Decrement reload timer
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double& reloadTimer = cWeapon["ReloadTimer"];
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reloadTimer = glm::max(0.0, reloadTimer - dt);
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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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// Start reloading automatically if at 0 mag ammo
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int& magAmmo = cWeapon["MagazineAmmo"];
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if (m_ConfigAutoReload && magAmmo <= 0) {
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OnReload(cWeapon, wi);
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}
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// Handle reloading
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bool& isReloading = cWeapon["IsReloading"];
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if (isReloading && reloadTimer <= 0.0) {
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double reloadTime = cWeapon["ReloadTime"];
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int& magSize = cWeapon["MagazineSize"];
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int& ammo = cWeapon["Ammo"];
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if (magAmmo < magSize && ammo > 0) {
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ammo -= 1;
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magAmmo += 1;
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reloadTimer = reloadTime;
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Events::PlaySoundOnEntity e;
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e.Emitter = wi.Player;
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e.FilePath = "Audio/weapon/Zoom.wav";
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m_EventBroker->Publish(e);
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} else {
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isReloading = false;
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playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Idle");
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}
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}
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// Restore view angle
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if (IsClient) {
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float& currentTravel = cWeapon["CurrentTravel"];
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float& returnSpeed = cWeapon["ViewReturnSpeed"];
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if (currentTravel > 0) {
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float change = returnSpeed * dt;
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currentTravel = glm::max(0.f, currentTravel - change);
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
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if (camera.Valid()) {
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glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
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cameraOrientation.x -= change;
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}
|
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}
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}
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// Fire if we're able to fire
|
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if (canFire(cWeapon, 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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cWeapon["TriggerHeld"] = true;
|
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if (canFire(cWeapon, wi)) {
|
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fireShell(cWeapon, wi);
|
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}
|
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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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cWeapon["TriggerHeld"] = false;
|
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}
|
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|
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bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e)
|
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void DefenderWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
|
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{
|
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bool& isReloading = cWeapon["IsReloading"];
|
||||
if (isReloading) {
|
||||
return;
|
||||
}
|
||||
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
int& magSize = cWeapon["MagazineSize"];
|
||||
if (magAmmo >= magSize) {
|
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return;
|
||||
}
|
||||
int& ammo = cWeapon["Ammo"];
|
||||
if (ammo <= 0) {
|
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return;
|
||||
}
|
||||
|
||||
double reloadTime = cWeapon["ReloadTime"];
|
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double& reloadTimer = cWeapon["ReloadTimer"];
|
||||
|
||||
// Start reload
|
||||
isReloading = true;
|
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reloadTimer = reloadTime;
|
||||
|
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// Play animation
|
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playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Reload");
|
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}
|
||||
|
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void DefenderWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
|
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{
|
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// Make sure the trigger is released if weapon is holstered while firing
|
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cWeapon["TriggerHeld"] = false;
|
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|
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// Cancel any reload
|
||||
cWeapon["IsReloading"] = false;
|
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cWeapon["ReloadTimer"] = 0.0;
|
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}
|
||||
|
||||
bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command == "SpecialAbility" && IsServer) {
|
||||
EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
|
||||
if (attachment.Valid()) {
|
||||
if (e.Value > 0) {
|
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SpawnerSystem::Spawn(attachment, attachment);
|
||||
|
||||
EntityWrapper root = wi.FirstPersonEntity.FirstParentWithComponent("Model");
|
||||
if (root.Valid()) {
|
||||
EntityWrapper subTree = root.FirstChildByName("FinalBlend");
|
||||
if (subTree.Valid()) {
|
||||
EntityWrapper animationNode = subTree.FirstChildByName("Shield");
|
||||
if (animationNode.Valid()) {
|
||||
Events::AutoAnimationBlend eFireBlend;
|
||||
eFireBlend.RootNode = root;
|
||||
eFireBlend.NodeName = "Shield";
|
||||
eFireBlend.Restart = true;
|
||||
eFireBlend.Start = true;
|
||||
m_EventBroker->Publish(eFireBlend);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
attachment.DeleteChildren();
|
||||
|
||||
EntityWrapper root = wi.FirstPersonEntity.FirstParentWithComponent("Model");
|
||||
if (root.Valid()) {
|
||||
EntityWrapper subTree = root.FirstChildByName("FinalBlend");
|
||||
if (subTree.Valid()) {
|
||||
EntityWrapper animationNode = subTree.FirstChildByName("ActionBlend");
|
||||
if (animationNode.Valid()) {
|
||||
Events::AutoAnimationBlend eFireBlend;
|
||||
eFireBlend.RootNode = root;
|
||||
eFireBlend.NodeName = "ActionBlend";
|
||||
eFireBlend.Restart = true;
|
||||
eFireBlend.Start = true;
|
||||
m_EventBroker->Publish(eFireBlend);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -51,17 +160,22 @@ bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::Input
|
||||
return false;
|
||||
}
|
||||
|
||||
bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
|
||||
void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
m_CurrentCamera = e.CameraEntity;
|
||||
return true;
|
||||
}
|
||||
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
|
||||
|
||||
void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
// Stop reloading
|
||||
bool& isReloading = cWeapon["IsReloading"];
|
||||
isReloading = false;
|
||||
|
||||
// Ammo
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
if (magAmmo <= 0) {
|
||||
return;
|
||||
} else {
|
||||
magAmmo -= 1;
|
||||
}
|
||||
|
||||
cWeapon["TimeSinceLastFire"] = 0.0;
|
||||
int numPellets = cWeapon["NumPellets"];
|
||||
float spreadAngle = cWeapon["SpreadAngle"];
|
||||
std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
|
||||
@@ -72,11 +186,29 @@ void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
|
||||
std::vector<glm::vec2> pelletAngles;
|
||||
for (int i = 0; i < numPellets; i++) {
|
||||
pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine)));
|
||||
LOG_DEBUG("%f %f", pelletAngles[i].x, pelletAngles[i].y);
|
||||
}
|
||||
|
||||
double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets;
|
||||
|
||||
// View punch
|
||||
if (IsClient) {
|
||||
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
|
||||
if (camera.Valid()) {
|
||||
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
|
||||
float viewPunch = cWeapon["ViewPunch"];
|
||||
float maxTravelAngle = cWeapon["MaxTravelAngle"];
|
||||
float& currentTravel = cWeapon["CurrentTravel"];
|
||||
if (currentTravel < maxTravelAngle) {
|
||||
float change = viewPunch;
|
||||
if (currentTravel + change > maxTravelAngle) {
|
||||
change = maxTravelAngle - currentTravel;
|
||||
}
|
||||
cameraOrientation.x += change;
|
||||
currentTravel += change;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Tracers
|
||||
EntityWrapper weaponModelEntity;
|
||||
if (wi.Player == LocalPlayer) {
|
||||
@@ -102,13 +234,21 @@ void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
|
||||
orientation.x += angles.x;
|
||||
orientation.y += angles.y;
|
||||
glm::vec3 trajectory = direction * distance;
|
||||
dealDamage(wi, direction, pelletDamage);
|
||||
dealDamage(cWeapon, wi, direction, pelletDamage);
|
||||
}
|
||||
}
|
||||
|
||||
// Play animation
|
||||
playAnimationAndReturn(wi.FirstPersonEntity, "BlendTreeDefenderWeapon", "Fire");
|
||||
|
||||
// Sound
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.Emitter = wi.Player;
|
||||
e.FilePath = "Audio/weapon/Blast.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage)
|
||||
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
|
||||
{
|
||||
// Only deal damage client side
|
||||
if (!IsClient) {
|
||||
@@ -167,16 +307,12 @@ void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, do
|
||||
LOG_DEBUG("Damage: %f", damage);
|
||||
}
|
||||
|
||||
float DefenderWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
|
||||
bool DefenderWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
float distance;
|
||||
glm::vec3 pos;
|
||||
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
|
||||
if (entity) {
|
||||
return distance;
|
||||
} else {
|
||||
return 100.f;
|
||||
}
|
||||
bool triggerHeld = cWeapon["TriggerHeld"];
|
||||
bool cooldownPassed = (double)cWeapon["FireCooldown"] <= 0.0;
|
||||
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||
return triggerHeld && cooldownPassed && isNotShielding;
|
||||
}
|
||||
|
||||
Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
|
||||
|
||||
@@ -0,0 +1,77 @@
|
||||
#include "Systems/Weapon/SidearmWeaponBehaviour.h"
|
||||
|
||||
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 ((bool)cWeapon["Automatic"] && 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::OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["FireCooldown"] = (double)cWeapon["EquipTime"];
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
|
||||
|
||||
// Get weapon model based on current person
|
||||
EntityWrapper weaponModelEntity = getRelevantWeaponModelEntity(wi);
|
||||
if (!weaponModelEntity.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Tracer
|
||||
EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
|
||||
if (tracerSpawner.Valid()) {
|
||||
glm::vec3 origin = Transform::AbsolutePosition(tracerSpawner);
|
||||
glm::vec3 direction = Transform::AbsoluteOrientation(tracerSpawner) * glm::vec3(0, 0, -1);
|
||||
float distance = traceRayDistance(origin, direction);
|
||||
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner);
|
||||
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
|
||||
}
|
||||
}
|
||||
|
||||
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