Compare commits
3 Commits
AndersTest
..
DDS
| Author | SHA1 | Date | |
|---|---|---|---|
| 43779c0738 | |||
| 27361225e0 | |||
| 1d170f28e1 |
+1
-1
Submodule assets updated: 902cbf2ba6...a66a2786e4
@@ -29,8 +29,8 @@ struct ShadowFrustum
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class ShadowPass
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{
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public:
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ShadowPass(IRenderer* renderer);
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ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY);
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ShadowPass(IRenderer* renderer, bool useShadow);
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ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY, bool useShadow);
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~ShadowPass();
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void InitializeFrameBuffers();
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@@ -1,45 +0,0 @@
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#ifndef HealthPickupSystem_h__
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#define HealthPickupSystem_h__
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#include "Core/System.h"
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#include "Core/Transform.h"
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#include "Core/ResourceManager.h"
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#include "Core/EntityFileParser.h"
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#include "Core/EPickupSpawned.h"
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#include "Core/EPlayerHealthPickup.h"
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#include "Engine/Collision/ETrigger.h"
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#include "Common.h"
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#include <tuple>
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#include "Core/ConfigFile.h"
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class HealthPickupSystem : public ImpureSystem
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{
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public:
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HealthPickupSystem(SystemParams params);
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virtual void Update(double dt) override;
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private:
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EventRelay<HealthPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(Events::TriggerTouch& e);
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EventRelay<HealthPickupSystem, Events::TriggerLeave> m_ETriggerLeave;
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bool OnTriggerLeave(Events::TriggerLeave& e);
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struct NewHealthPickup {
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glm::vec3 Pos;
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double HealthGain;
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double RespawnTimer;
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double DecreaseThisRespawnTimer;
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EntityID parentID;
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};
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std::vector<NewHealthPickup> m_ETriggerTouchVector;
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struct EntityAtMaxValuePickupStruct {
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EntityWrapper player;
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NewHealthPickup pickup;
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EntityWrapper trigger;
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};
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std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
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void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
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void DoPickup(EntityWrapper &player, NewHealthPickup &triggerCopy, EntityWrapper &trigger);
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};
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#endif
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@@ -89,3 +89,6 @@ NumIterations=6
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[MSAA]
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Level=2
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[Shadows]
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Enable=false
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@@ -1,6 +1,6 @@
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To start a server
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1. Run "Axyz Server" from the start menu or "Server.bat" in the installation directory (C:\Program Files\Axyz)
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1. Run Server.bat in the installation directory (C:\Program Files\Axyz)
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2. Press F1 to open the editor mode
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3. Expand the Entities window if it is minimized, by double-clicking it
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4. Mark StartMenu_Origin and hit Delete twice
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@@ -9,7 +9,7 @@ To start a server
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To join a game
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1. Run "Axyz" from the start menu or "Axyz.exe" in the installation directory (C:\Program Files\Axyz)
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1. Run Axyz from the start menu or Axyz.exe in the installation directory (C:\Program Files\Axyz)
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2. Press Play
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3. Hit the refresh icon if no server is visible
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4. Click the server you want to join
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+9840
-9840
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
+5622
-14216
File diff suppressed because it is too large
Load Diff
@@ -54,7 +54,6 @@ Source: "..\..\resources\DefaultConfig.ini"; DestDir: "{app}"; Flags: ignorevers
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Source: "..\..\resources\DefaultInput.ini"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\glew32.dll"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\glfw3.dll"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\OpenAL32.dll"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\imgui.ini"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\Input.ini"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\libpng16.dll"; DestDir: "{app}"; Flags: ignoreversion
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@@ -68,8 +67,6 @@ Source: "..\..\deps\redist\VC_redist.x64.exe"; DestDir: "{tmp}"; Flags: deleteaf
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[Icons]
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Name: "{commonprograms}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"
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Name: "{commondesktop}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"; Tasks: desktopicon
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Name: "{commonprograms}\{#MyAppName} Server"; Filename: "{app}\{#MyAppExeName}"; Parameters: "--server"
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Name: "{commondesktop}\{#MyAppName} Server"; Filename: "{app}\{#MyAppExeName}"; Parameters: "--server"; Tasks: desktopicon
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[INI]
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Filename: "{app}\Config.ini"; Section: "Networking"; Key: "Name"; String: "{%USERNAME}"; Flags: createkeyifdoesntexist
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@@ -225,7 +225,7 @@ void Client::parsePing()
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m_IsConnected = true;
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// Time since last ping was received
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m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
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//LOG_INFO("%i: response time with ctime(ms): %f", m_PacketID, m_DurationOfPingTime);
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LOG_INFO("%i: response time with ctime(ms): %f", m_PacketID, m_DurationOfPingTime);
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m_StartPingTime = std::clock();
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Packet packet(MessageType::Ping, m_SendPacketID);
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@@ -321,7 +321,7 @@ void Renderer::InitializeRenderPasses()
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m_LightCullingPass = new LightCullingPass(this);
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m_CubeMapPass = new CubeMapPass(this);
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m_SSAOPass = new SSAOPass(this, m_Config);
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m_ShadowPass = new ShadowPass(this);
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m_ShadowPass = new ShadowPass(this, m_Config->Get<bool>("Shadows.Enable", false));
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m_BlurHUDPass = new BlurHUD(this);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass, m_Config);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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@@ -1,21 +1,84 @@
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#include "Rendering/ShadowPass.h"
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ShadowPass::ShadowPass(IRenderer * renderer, int shadow_res_x, int shadow_res_y)
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ShadowPass::ShadowPass(IRenderer * renderer, int shadow_res_x, int shadow_res_y, bool useShadow)
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{
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m_Renderer = renderer;
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m_ResolutionSizeWidth = shadow_res_x;
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m_ResolutionSizeHeight = shadow_res_y;
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m_EnableShadows = useShadow;
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if (useShadow) {
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m_Renderer = renderer;
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m_ResolutionSizeWidth = shadow_res_x;
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m_ResolutionSizeHeight = shadow_res_y;
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InitializeFrameBuffers();
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InitializeShaderPrograms();
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InitializeFrameBuffers();
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InitializeShaderPrograms();
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} else {
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glGenTextures(1, &m_DepthMap);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_DepthMap);
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glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH_COMPONENT16, 1, 1, m_CurrentNrOfSplits);
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//glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
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glTexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2DArray(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
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m_DepthBuffer.Generate();
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m_DepthBuffer.Bind();
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for (int i = 0; i < m_CurrentNrOfSplits; i++) {
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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m_DepthBuffer.Unbind();
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}
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}
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ShadowPass::ShadowPass(IRenderer * renderer)
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ShadowPass::ShadowPass(IRenderer * renderer, bool useShadow)
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{
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m_Renderer = renderer;
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m_EnableShadows = useShadow;
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if (useShadow) {
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m_Renderer = renderer;
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InitializeFrameBuffers();
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InitializeShaderPrograms();
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InitializeFrameBuffers();
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InitializeShaderPrograms();
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} else {
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glGenTextures(1, &m_DepthMap);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_DepthMap);
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glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH_COMPONENT16, 1, 1, m_CurrentNrOfSplits);
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//glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
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glTexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2DArray(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
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m_DepthBuffer.Generate();
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m_DepthBuffer.Bind();
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for (int i = 0; i < m_CurrentNrOfSplits; i++) {
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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m_DepthBuffer.Unbind();
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}
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}
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ShadowPass::~ShadowPass()
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@@ -120,7 +183,6 @@ float ShadowPass::FindRadius(ShadowFrustum& frustum)
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radius = distance;
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}
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}
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frustum.Radius = radius;
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return radius;
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}
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@@ -168,15 +230,17 @@ void ShadowPass::InitializeShaderPrograms()
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void ShadowPass::ClearBuffer()
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{
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m_DepthBuffer.Bind();
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if (m_EnableShadows) {
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m_DepthBuffer.Bind();
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for (int i = 0; i < m_CurrentNrOfSplits; i++) {
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
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for (int i = 0; i < m_CurrentNrOfSplits; i++) {
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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m_DepthBuffer.Unbind();
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}
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m_DepthBuffer.Unbind();
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}
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void ShadowPass::PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v)
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@@ -28,8 +28,6 @@ Texture::Texture(std::string path)
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break;
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}
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//Master hade PNG release here...
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// Construct the OpenGL texture
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glGenTextures(1, &m_Texture);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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@@ -1,138 +0,0 @@
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#include "Systems/HealthPickupSystem.h"
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HealthPickupSystem::HealthPickupSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &HealthPickupSystem::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &HealthPickupSystem::OnTriggerLeave);
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}
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void HealthPickupSystem::Update(double dt)
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{
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for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it)
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{
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auto& somePickup = *it;
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//set the double timer value (value 3)
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somePickup.DecreaseThisRespawnTimer -= dt;
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if (somePickup.DecreaseThisRespawnTimer < 0.0) {
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LOG_INFO("loading healthpickup xml");
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//spawn and delete the vector item
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
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EntityFileParser parser(entityFile);
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EntityID healthPickupID = parser.MergeEntities(m_World);
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LOG_INFO("finished loading healthpickup xml");
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//let the world know a pickup has spawned (graphics effects, etc)
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Events::PickupSpawned ePickupSpawned;
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ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID);
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m_EventBroker->Publish(ePickupSpawned);
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LOG_INFO("event published");
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//set values from the old entity to the new entity
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auto& newHealthPickupEntity = EntityWrapper(m_World, healthPickupID);
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LOG_INFO("healthpickup id %i", healthPickupID);
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newHealthPickupEntity["Transform"]["Position"] = somePickup.Pos;
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newHealthPickupEntity["HealthPickup"]["HealthGain"] = somePickup.HealthGain;
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newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = somePickup.RespawnTimer;
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m_World->SetParent(newHealthPickupEntity.ID, somePickup.parentID);
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LOG_INFO("healthpickup parented to %i", somePickup.parentID);
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//erase the current element (somePickup)
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m_ETriggerTouchVector.erase(it);
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break;
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}
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}
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//still touching AmmoPickupAtMaxHealthAmmo?
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for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
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if (!it->player.Valid()) {
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LOG_INFO("player no longer valid, erasing maxPickup");
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m_PickupAtMaximum.erase(it);
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break;
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}
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if ((double)it->player["Health"]["Health"] < (double)it->player["Health"]["MaxHealth"]) {
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LOG_INFO("maxhealth found in pickupmax.. yada yada");
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DoPickup(it->player, it->pickup, it->trigger);
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m_PickupAtMaximum.erase(it);
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break;
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}
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}
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}
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bool HealthPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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{
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LOG_INFO("OnTriggerTouch");
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if (!e.Trigger.HasComponent("HealthPickup")) {
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return false;
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}
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LOG_INFO("touch start");
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//cant pick up healthpacks if you are already at MaxHealth
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if ((double)e.Entity["Health"]["Health"] >= (double)e.Entity["Health"]["MaxHealth"]) {
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LOG_INFO("triggertouch enter at maxhealth");
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//push back a copy of the entitys data, rather than e.trigger. since the server might delete e.trigger before client can use it
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m_PickupAtMaximum.push_back({ e.Entity,{ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["HealthPickup"]["HealthGain"],
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e.Trigger["HealthPickup"]["RespawnTimer"],e.Trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) } , e.Trigger });
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return false;
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}
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LOG_INFO("touch doing pickup");
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DoPickup(e.Entity, e.Trigger);
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return true;
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}
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bool HealthPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
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//triggerleave erases possible m_PickupAtMaximum
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for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
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if (it->trigger.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) {
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LOG_INFO("trigger leave - erasing max");
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m_PickupAtMaximum.erase(it);
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break;
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}
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}
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return true;
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}
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void HealthPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
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double healthGiven = 0.01*(double)trigger["HealthPickup"]["HealthGain"] * (double)player["Health"]["MaxHealth"];
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LOG_INFO("do pickup start");
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//personEntered = e.Entity, thingEntered = e.Trigger
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//only the server will increase the players hp and set it in the next delta
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if (player.ID != LocalPlayer.ID && ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false)) {
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Events::PlayerHealthPickup ePlayerHealthPickup;
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ePlayerHealthPickup.HealthAmount = healthGiven;
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ePlayerHealthPickup.Player = player;
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m_EventBroker->Publish(ePlayerHealthPickup);
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LOG_INFO("do pickup event published");
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}
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//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
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//we need to copy all values since each value can be different for each healthPickup
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m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"] ,trigger["HealthPickup"]["HealthGain"],
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trigger["HealthPickup"]["RespawnTimer"],trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) });
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LOG_INFO("pickup set id to %i", trigger.ID);
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//delete the healthpickup
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m_World->DeleteEntity(trigger.ID);
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}
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//to be used with at-max-health-pickup
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void HealthPickupSystem::DoPickup(EntityWrapper &player, NewHealthPickup &triggerCopy, EntityWrapper &trigger) {
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double healthGiven = 0.01*triggerCopy.HealthGain * (double)player["Health"]["MaxHealth"];
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LOG_INFO("do pickup start");
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//only the server will increase the players hp and set it in the next delta
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if (player.ID != LocalPlayer.ID && ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false)) {
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Events::PlayerHealthPickup ePlayerHealthPickup;
|
||||
ePlayerHealthPickup.HealthAmount = healthGiven;
|
||||
ePlayerHealthPickup.Player = player;
|
||||
m_EventBroker->Publish(ePlayerHealthPickup);
|
||||
LOG_INFO("do pickup event published");
|
||||
}
|
||||
m_ETriggerTouchVector.push_back(triggerCopy);
|
||||
//LOG_INFO("pickup set id to %i", trigger.ID);
|
||||
|
||||
//delete the healthpickup
|
||||
if (trigger.Valid()) {
|
||||
m_World->DeleteEntity(trigger.ID);
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@
|
||||
using boost::unit_test_framework::test_suite;
|
||||
using boost::unit_test_framework::test_case;
|
||||
|
||||
#include "HealthPickupTest.h"
|
||||
#include "PickupSpawnTest.h"
|
||||
|
||||
BOOST_AUTO_TEST_SUITE(PickupSpawnTestSuite)
|
||||
|
||||
@@ -41,7 +41,7 @@ PickupSpawnTest::PickupSpawnTest(int runTestNumber)
|
||||
// Create system pipeline
|
||||
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker, false, false);
|
||||
m_SystemPipeline->AddSystem<HealthSystem>(0);
|
||||
m_SystemPipeline->AddSystem<HealthPickupSystem>(1);
|
||||
m_SystemPipeline->AddSystem<PickupSpawnSystem>(1);
|
||||
|
||||
//must register components (Components.xsd), else you cant create entities. Easiest done by loading a test xsd file
|
||||
auto file = ResourceManager::Load<EntityXMLFile>("Schema/Entities/HealthPickup.xml");
|
||||
@@ -31,7 +31,7 @@
|
||||
#include "Collision/CollisionSystem.h"
|
||||
#include "Core/EntityXMLFileWriter.h"
|
||||
#include "Game/Systems/HealthSystem.h"
|
||||
#include "Game/Systems/HealthPickupSystem.h"
|
||||
#include "Game/Systems/PickupSpawnSystem.h"
|
||||
|
||||
#include "Core/ResourceManager.h"
|
||||
|
||||
@@ -56,9 +56,9 @@ private:
|
||||
EntityID m_PlayerID, m_HealthPickupID;
|
||||
int m_RunTestNumber;
|
||||
|
||||
EventRelay<HealthPickupSystem, Events::PlayerHealthPickup> m_HP;
|
||||
EventRelay<PickupSpawnSystem, Events::PlayerHealthPickup> m_HP;
|
||||
bool OnHealthPickup(Events::PlayerHealthPickup& e);
|
||||
EventRelay<HealthPickupSystem, Events::PickupSpawned> m_PS;
|
||||
EventRelay<PickupSpawnSystem, Events::PickupSpawned> m_PS;
|
||||
bool OnPickupSpawned(Events::PickupSpawned& e);
|
||||
|
||||
bool m_TestStage1Success = false;
|
||||
Reference in New Issue
Block a user