Capturepoint logic is now purely done on the serverside.
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@@ -6,9 +6,11 @@ CapturePointSystem::CapturePointSystem(SystemParams params)
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, PureSystem("CapturePoint")
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, PureSystem("CapturePoint")
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{
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{
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//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
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//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
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if (!IsClient) {
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
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EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
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}
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}
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}
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@@ -16,6 +18,9 @@ CapturePointSystem::CapturePointSystem(SystemParams params)
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//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
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//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
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void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
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void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
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{
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{
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if (IsClient) {
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return;
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}
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if (m_WinnerWasFound) {
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if (m_WinnerWasFound) {
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return;
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return;
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}
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}
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