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65 Commits

Author SHA1 Message Date
verysecrethero 01e0e41122 Merge remote-tracking branch 'origin/master' into AndersTest
# Conflicts:
#	include/Engine/Core/MemoryPool.h
#	include/Engine/Network/Packet.h
#	include/Game/Systems/AmmoPickupSystem.h
#	include/Game/Systems/PickupSpawnSystem.h
#	resources/Schema/Entities/NewMap2version2.xml
#	src/Game/Game.cpp
#	src/Game/Systems/AmmoPickupSystem.cpp
#	src/Game/Systems/PickupSpawnSystem.cpp
2016-03-14 10:31:03 +01:00
Jace 18ea938b56 Added start menu shortcut to starting a server 2016-03-14 09:59:54 +01:00
Jace 6c14b2a97e Updated start menu to load same map as game to save video memory 2016-03-14 09:26:16 +01:00
Jace 54eb3727b0 Fixed respawn 2016-03-14 09:26:04 +01:00
Jace 39e5f7b2dc Actually DDS 2016-03-14 09:21:07 +01:00
Jace cce43ebc1a DDS and shit 2016-03-14 09:08:14 +01:00
Jace 2a1f6cd9cf Updated installer 2016-03-14 08:38:08 +01:00
Jace 39da2bff27 README 2016-03-14 08:38:00 +01:00
Teejoon 28de3c716c Hopefully everything is working with dds and PNG textures 2016-03-14 08:16:35 +01:00
Teejoon 003f5b14a5 Merge remote-tracking branch 'origin/master' into DDS
Conflicts:
	assets
2016-03-14 06:10:30 +01:00
Teejoon a3f215831d Fixed DDS after merge 2016-03-14 06:09:06 +01:00
Joachim Pettersson 16ef09b20b Merge pull request #222 from teamfisk/DeathAnimation
Death effect re-added
2016-03-14 05:48:07 +01:00
Jocke fe87aa8e90 Death effect re-added. Hands get weird when explosion is triggered. 2016-03-14 04:45:01 +01:00
viktorljung b9b5f4bff7 Removed healing effect of defender boost 2016-03-14 04:37:43 +01:00
viktorljung 5db1bddd08 Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-14 04:31:45 +01:00
viktorljung b366a8c149 Red players fixes 2016-03-14 04:31:38 +01:00
Adam Byléhn 483091a1de Merge pull request #137 from teamfisk/Importer
Export and import of collision meshes
2016-03-14 04:26:50 +01:00
Tleety 0e9be1d650 Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-14 04:25:34 +01:00
Tleety 5679a88ddb Quit working 2016-03-14 04:25:20 +01:00
Jace 289bde0395 Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-14 04:25:19 +01:00
Jace a3fef7bcd1 Better CP_Valhalla lighting 2016-03-14 04:25:07 +01:00
viktorljung 04fbd0d517 Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-14 04:12:02 +01:00
viktorljung 9308e60932 Red players 2016-03-14 04:11:46 +01:00
Jace fc97c4e8ea Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-14 04:01:40 +01:00
Jace e3767996a1 Added DEBUG flags to all debug imgui stuff 2016-03-14 04:01:04 +01:00
William Moberg 809d164eba Merge pull request #221 from teamfisk/PerfectSoundForRelease
Perfect sound for release
2016-03-14 03:54:35 +01:00
Tobias Dahl 5879cb0de4 Merge pull request #219 from teamfisk/FixAssaultWeaponReload
Reload for assault is only done once now.
2016-03-14 03:48:59 +01:00
Tobias Dahl 832a901bf6 Merge pull request #220 from teamfisk/Movement
Movement
2016-03-14 03:48:47 +01:00
viktorljung 8449818cb7 Merge branch 'Movement' 2016-03-14 03:13:48 +01:00
Teejoon 659dfed088 Commit reminder 2016-03-14 02:52:33 +01:00
Teejoon 8151e9a9a4 Merge branch 'master' into DDS
Conflicts:
	assets
	include/Engine/Core/ResourceManager.h
	include/Engine/Rendering/Image.h
	include/Engine/Rendering/TextureSprite.h
	resources/Schema/Entities/MovementTest.xml
	resources/Shaders/ForwardPlus.frag.glsl
	resources/Shaders/ForwardPlusShieldCheck.frag.glsl
	src/Engine/Rendering/CubeMapPass.cpp
	src/Engine/Rendering/Texture.cpp
	src/Game/Game.cpp
2016-03-14 02:51:45 +01:00
stiffly 8cef422ea7 Merge remote-tracking branch 'origin/master' into PerfectSoundForRelease
# Conflicts:
#	resources/Schema/Entities/CP_Rocky2.xml
2016-03-14 01:51:51 +01:00
stiffly 54a03ddc0f Hurt sound only played for local player. 2016-03-14 01:49:37 +01:00
viktorljung a65d8c86d1 3rd person reload effect 2016-03-14 01:48:48 +01:00
stiffly c1395355c6 Removed comment 2016-03-14 01:36:11 +01:00
viktorljung 0764c9bab2 Merge remote-tracking branch 'origin/master' into Movement 2016-03-14 01:20:20 +01:00
Jocke 1b1963e6d2 Reload for assault is only done once now. 2016-03-14 01:01:35 +01:00
stiffly 3994c0f7ad Merge remote-tracking branch 'origin/master' into PerfectSoundForRelease 2016-03-14 00:59:32 +01:00
stiffly 1345889e62 The win sound plays on win screen 2016-03-14 00:58:53 +01:00
viktorljung 424dffd1e0 removed shadows on 1st person hands and weapons
added shielded component on 3rd person weapons
2016-03-14 00:47:21 +01:00
viktorljung d1c11f20f2 Merge remote-tracking branch 'origin/master' into Movement 2016-03-14 00:39:16 +01:00
viktorljung 1bba40449f Tracers done 2016-03-14 00:38:36 +01:00
viktorljung f5343251c5 fixed for real now? 2016-03-14 00:28:30 +01:00
viktorljung 5207248a49 3rd person tracers fixed 2016-03-14 00:04:51 +01:00
viktorljung 1bf65d896a Sidearm tracer fixed 2016-03-13 23:42:21 +01:00
stiffly 7855cf03d2 The Endscreen now works over the network. 2016-03-13 23:33:10 +01:00
viktorljung 4adf7dc507 Assault tracer fixed 2016-03-13 23:29:50 +01:00
viktorljung 73bcc6e382 Merge branch 'Movement' of github.com:teamfisk/TacticalZ into Movement 2016-03-13 23:12:59 +01:00
viktorljung f393a22011 defender tracer fixed 2016-03-13 23:12:45 +01:00
stiffly 03dab9ca9a Merge remote-tracking branch 'origin/master' into PerfectSoundForRelease 2016-03-13 22:33:23 +01:00
stiffly 1a120ef345 Merge remote-tracking branch 'origin/master' into PerfectSoundForRelease 2016-03-13 22:22:41 +01:00
stiffly 0d823421d8 Added win sound file 2016-03-13 22:22:19 +01:00
Teejoon d6f0528a87 2 more shaders with DTX5nm calculations 2016-03-10 20:03:13 +01:00
Teejoon 0382708b85 Fixed so that we could use DTX5nm as normal map 2016-03-10 19:57:01 +01:00
Teejoon d8f9f15d34 Merge branch 'master' into DDS
Conflicts:
	assets
	src/Engine/Rendering/Texture.cpp
	src/Engine/Rendering/Util/CommonFunctions.cpp
	src/Game/Game.cpp
2016-03-10 19:55:25 +01:00
Jace ffa9d7e607 WIP 2016-03-02 18:06:20 +01:00
Jace edf481b4d7 Load the error texture when a texture isn't found instead of just passing null to OpenGL! 2016-03-02 17:42:27 +01:00
verysecrethero 63e8fb4bc8 misc 2016-03-01 16:11:55 +01:00
verysecrethero 842f26d8fc HealthPickupSystem seems to work ok 2016-03-01 14:57:50 +01:00
verysecrethero 1b2055e11a initial fixes 2016-03-01 14:05:17 +01:00
verysecrethero 37996b4e18 Merge remote-tracking branch 'origin/master' into AndersTest 2016-03-01 09:47:24 +01:00
verysecrethero 37918a9c4a Merge remote-tracking branch 'origin/master' into AndersTest 2016-02-26 17:03:10 +01:00
verysecrethero 335fda47d6 DamageIndicatorSystem can no longer crash if the player doesnt have a parent (rare bug) 2016-02-26 17:02:27 +01:00
verysecrethero 764a3f454e Further work on the Pickup fix 2016-02-26 14:08:34 +01:00
verysecrethero fc2d588bf9 Initial SpawnSystem fixes 2016-02-26 11:15:00 +01:00
83 changed files with 54229 additions and 25627 deletions
+1 -1
Submodule assets updated: 9e9d799f11...902cbf2ba6
@@ -213,7 +213,6 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
} }
} }
EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands"); EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands");
if (firstPersonModel.Valid()) { if (firstPersonModel.Valid()) {
if (val > 0) { // Walk/Run if (val > 0) { // Walk/Run
+2
View File
@@ -36,6 +36,7 @@
#include "Network/ESearchForServers.h" #include "Network/ESearchForServers.h"
#include "Network/EInterpolate.h" #include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h" #include "Network/SnapshotFilter.h"
#include "Core/EWin.h"
class Client : public Network class Client : public Network
{ {
@@ -107,6 +108,7 @@ private:
void parseAmmoPickup(Packet& packet); void parseAmmoPickup(Packet& packet);
void parseRemoveWorld(Packet& packet); void parseRemoveWorld(Packet& packet);
void parseKDEvent(Packet& packet); void parseKDEvent(Packet& packet);
void parseWin(Packet& packet);
void InterpolateFields(Packet& packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType); void InterpolateFields(Packet& packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
void parseSnapshot(Packet& packet); void parseSnapshot(Packet& packet);
void identifyPacketLoss(); void identifyPacketLoss();
+1
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@@ -25,6 +25,7 @@ enum class MessageType
AmmoPickup, AmmoPickup,
RemoveWorld, RemoveWorld,
KD, KD,
Win,
Invalid Invalid
}; };
+71
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@@ -0,0 +1,71 @@
#ifndef DDS_h__
#define DDS_h__
#include <cstdint>
#include "../Common.h"
#include "../Core/ResourceManager.h"
#include "Image.h"
// DXT5
class DDS : public Image, public Resource
{
public:
DDS(std::string path);
~DDS();
void FlipY(unsigned char* data, std::size_t rowBytes, std::size_t totalSize, std::size_t numBlocksWide);
private:
static const uint32_t MagicNumber = 0x20534444; // "DDS "
struct Header_t
{
uint32_t Size;
uint32_t Flags;
uint32_t Height;
uint32_t Width;
uint32_t PitchOrLinearSize;
uint32_t Depth;
uint32_t MipMapCount;
uint32_t RESERVED1[11];
struct PixelFormat_t
{
uint32_t Size;
uint32_t Flags;
uint32_t FourCC;
uint32_t RGBBitCount;
uint32_t RBitMask;
uint32_t GBitMask;
uint32_t BBitMask;
uint32_t ABitMask;
} PixelFormat;
uint32_t Caps;
uint32_t Caps2;
uint32_t Caps3;
uint32_t Caps4;
uint32_t RESERVED2;
} m_Header;
struct Block_t
{
struct Alpha_t
{
uint8_t Colors[2];
uint8_t Data[6];
} Alpha;
struct Data_t
{
uint16_t Colors[2];
uint8_t Data[4];
} Data;
};
std::size_t m_NumBlocksWide;
std::size_t m_NumBlocksHigh;
std::size_t m_RowBytes;
void flipBlock(Block_t* block);
};
#endif
+3
View File
@@ -15,7 +15,10 @@ struct Image
unsigned int Width = 0; unsigned int Width = 0;
unsigned int Height = 0; unsigned int Height = 0;
ImageFormat Format = ImageFormat::Unknown; ImageFormat Format = ImageFormat::Unknown;
unsigned int MipMapLevels = 0;
bool Compressed = false;
unsigned char* Data = nullptr; unsigned char* Data = nullptr;
std::size_t ByteSize = 0;
}; };
#endif #endif
+5 -2
View File
@@ -1,9 +1,11 @@
#ifndef Texture_h__ #ifndef Texture_h__
#define Texture_h__ #define Texture_h__
#include <boost/filesystem.hpp>
#include "../OpenGL.h" #include "../OpenGL.h"
#include "BaseTexture.h" #include "BaseTexture.h"
#include "PNG.h" #include "PNG.h"
#include "DDS.h"
class Texture : public BaseTexture class Texture : public BaseTexture
{ {
@@ -18,8 +20,9 @@ public:
void Bind(GLenum textureUnit = GL_TEXTURE0); void Bind(GLenum textureUnit = GL_TEXTURE0);
GLuint m_Texture = 0; GLuint m_Texture = 0;
unsigned char* Data = nullptr;
enum TextureType : GLint { cInvalid = 0, cDDS = 1, cPNG = 2};
TextureType m_Type;
}; };
#endif #endif
-5
View File
@@ -14,11 +14,6 @@ protected:
TextureSprite(std::string path); TextureSprite(std::string path);
public: public:
void Bind(GLenum textureUnit = GL_TEXTURE0);
GLuint m_Texture = 0;
unsigned char* Data = nullptr;
}; };
#endif #endif
+1
View File
@@ -81,6 +81,7 @@ private:
void setSoundProperties(Source* source, ComponentWrapper* soundComponent); void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
float getDurationSeconds(Source* source); float getDurationSeconds(Source* source);
float getTimeOffsetSeconds(Source* source); float getTimeOffsetSeconds(Source* source);
void setTimeOffsetSeconds(Source* source, float timeOffset);
// Specific logic // Specific logic
void playSound(Source* source); void playSound(Source* source);
+45
View File
@@ -0,0 +1,45 @@
#ifndef HealthPickupSystem_h__
#define HealthPickupSystem_h__
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPickupSpawned.h"
#include "Core/EPlayerHealthPickup.h"
#include "Engine/Collision/ETrigger.h"
#include "Common.h"
#include <tuple>
#include "Core/ConfigFile.h"
class HealthPickupSystem : public ImpureSystem
{
public:
HealthPickupSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<HealthPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(Events::TriggerTouch& e);
EventRelay<HealthPickupSystem, Events::TriggerLeave> m_ETriggerLeave;
bool OnTriggerLeave(Events::TriggerLeave& e);
struct NewHealthPickup {
glm::vec3 Pos;
double HealthGain;
double RespawnTimer;
double DecreaseThisRespawnTimer;
EntityID parentID;
};
std::vector<NewHealthPickup> m_ETriggerTouchVector;
struct EntityAtMaxValuePickupStruct {
EntityWrapper player;
NewHealthPickup pickup;
EntityWrapper trigger;
};
std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
void DoPickup(EntityWrapper &player, NewHealthPickup &triggerCopy, EntityWrapper &trigger);
};
#endif
+1
View File
@@ -13,6 +13,7 @@
#include "Input/EInputCommand.h" #include "Input/EInputCommand.h"
#include "Network/ESearchForServers.h" #include "Network/ESearchForServers.h"
#include "Network/EConnectRequest.h" #include "Network/EConnectRequest.h"
#include <stdlib.h>
class MainMenuSystem : public ImpureSystem class MainMenuSystem : public ImpureSystem
+6 -6
View File
@@ -3,11 +3,11 @@ AutoReload=true
[Debug] [Debug]
LogLevel=1 LogLevel=1
LoadMap= LoadMap=Schema/Entities/StartMenu.xml
; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation. ; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation.
; if false -> Use pool allocation. ; if false -> Use pool allocation.
DisableMemoryPool=false DisableMemoryPool=false
RespawnTime = -1.0 RespawnTime=-1.0
EditorEnabled=false EditorEnabled=false
OutOfBodyExperience=false OutOfBodyExperience=false
@@ -22,7 +22,7 @@ Height=720
FOV=45 FOV=45
[Networking] [Networking]
StartNetwork=false StartNetwork=true
IsServer=false IsServer=false
Name=Bob Name=Bob
Address=127.0.0.1 Address=127.0.0.1
@@ -30,7 +30,7 @@ Port=27666
MaxConnections=8 MaxConnections=8
SnapshotInterval=0.05 SnapshotInterval=0.05
SendInputIntervalMs=33 SendInputIntervalMs=33
PingIntervalMs= 1000 PingIntervalMs=1000
TimeoutMs=15000 TimeoutMs=15000
[Multithreading] [Multithreading]
@@ -43,7 +43,7 @@ AnnouncerVolume=1.0
Announcer=female Announcer=female
[SSAO] [SSAO]
Quality=0 Quality=1
[SSAO1] [SSAO1]
Radius=1.0 Radius=1.0
@@ -88,4 +88,4 @@ NumIterations=4
NumIterations=6 NumIterations=6
[MSAA] [MSAA]
Level = 0; Level=2
+1 -1
View File
@@ -1,5 +1,5 @@
[Mouse] [Mouse]
Sensitivity=0.5 Sensitivity=0.05
InvertPitch=false InvertPitch=false
[Keyboard] [Keyboard]
+17
View File
@@ -0,0 +1,17 @@
To start a server
1. Run "Axyz Server" from the start menu or "Server.bat" in the installation directory (C:\Program Files\Axyz)
2. Press F1 to open the editor mode
3. Expand the Entities window if it is minimized, by double-clicking it
4. Mark StartMenu_Origin and hit Delete twice
5. Hit Import and choose CP_Valhalla.xml
6. Press F1 again to leave editor mode for an acceptable framerate
To join a game
1. Run "Axyz" from the start menu or "Axyz.exe" in the installation directory (C:\Program Files\Axyz)
2. Press Play
3. Hit the refresh icon if no server is visible
4. Click the server you want to join
5. Follow on-screen directions
6. Enjoy the game :)
+10233 -10227
View File
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+19
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@@ -0,0 +1,19 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:SceneLight>
<AmbientColor A="1" B="1" G="1" R="1"/>
</c:SceneLight>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitRaptor.png</DiffuseTexture>
<GlowMap></GlowMap>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-1.60000002"/>
</c:Transform>
</Components>
<Children/>
</Entity>
@@ -0,0 +1,151 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="FriendlyBoostHUD" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Lifetime>
<Lifetime>0.5</Lifetime>
</c:Lifetime>
<c:Transform>
<Scale X="1.20000005" Y="1.20000005" Z="1"/>
</c:Transform>
</Components>
<Children>
<Entity name="BoostHUDBackground">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00300000003"/>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="BoostIcons">
<Components>
<c:Transform>
<Position X="-1.47358617e-06" Y="-0.0191892758" Z="4.05375999e-07"/>
</c:Transform>
</Components>
<Children>
<Entity name="AssaultBoost">
<Components>
<c:Transform>
<Position X="0.0120000001" Y="0.00899999961" Z="-8.43336147e-06"/>
<Scale X="0.0199999996" Y="0.0199999996" Z="0.0199999996"/>
</c:Transform>
</Components>
<Children>
<Entity name="Active">
<Components>
<c:Text>
<Content>\1</Content>
<Resource>Fonts/Hind-Edited.otf,64</Resource>
<Color A="1" B="0.392156869" G="0.392156869" R="1.37254906"/>
<Visible>false</Visible>
</c:Text>
<c:Transform>
<Position X="0" Y="0" Z="0.0149999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Inactive">
<Components>
<c:Text>
<Content>\1</Content>
<Resource>Fonts/Hind-Edited.otf,64</Resource>
<Color A="1" B="0.784313738" G="0.784313738" R="0.784313738"/>
</c:Text>
<c:Transform>
<Position X="0" Y="0" Z="-8.43336147e-06"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="DefenderBoost">
<Components>
<c:Transform>
<Position X="-0.0120000001" Y="0.00900000054" Z="-8.43336147e-06"/>
<Scale X="0.0199999996" Y="0.0199999996" Z="0.0199999996"/>
</c:Transform>
</Components>
<Children>
<Entity name="Active">
<Components>
<c:Text>
<Content>\2</Content>
<Resource>Fonts/Hind-Edited.otf,64</Resource>
<Color A="1" B="0.392156869" G="0.392156869" R="1.17647064"/>
<Visible>false</Visible>
</c:Text>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Inactive">
<Components>
<c:Text>
<Content>\2</Content>
<Resource>Fonts/Hind-Edited.otf,64</Resource>
<Color A="1" B="0.784313738" G="0.784313738" R="0.784313738"/>
</c:Text>
<c:Transform>
<Position X="0" Y="0" Z="-8.43336147e-06"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="SniperBoost">
<Components>
<c:Transform>
<Position X="0" Y="0.0310000014" Z="-1.21438188e-05"/>
<Scale X="0.0199999996" Y="0.0199999996" Z="0.0199999996"/>
</c:Transform>
</Components>
<Children>
<Entity name="Active">
<Components>
<c:Text>
<Content>\3</Content>
<Resource>Fonts/Hind-Edited.otf,64</Resource>
<Color A="1" B="0.392156869" G="0.392156869" R="1.17647064"/>
<Visible>false</Visible>
</c:Text>
<c:Transform>
<Position X="0" Y="0" Z="0.00999999978"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Inactive">
<Components>
<c:Text>
<Content>\3</Content>
<Resource>Fonts/Hind-Edited.otf,64</Resource>
<Color A="1" B="0.784313738" G="0.784313738" R="0.784313738"/>
</c:Text>
<c:Transform>
<Position X="0" Y="0" Z="-8.43336147e-06"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+4 -4
View File
@@ -20,8 +20,8 @@
</Team> </Team>
</c:Team> </c:Team>
<c:PlayerSpawn> <c:PlayerSpawn>
<AssaultFile>Schema/Entities/PlayerAssaultBlue.xml</AssaultFile> <AssaultFile>Schema/Entities/PlayerAssaultRed.xml</AssaultFile>
<DefenderFile>Schema/Entities/PlayerDefenderBlue.xml</DefenderFile> <DefenderFile>Schema/Entities/PlayerDefenderRed.xml</DefenderFile>
<SniperFile></SniperFile> <SniperFile></SniperFile>
</c:PlayerSpawn> </c:PlayerSpawn>
<c:Spawner> <c:Spawner>
@@ -115,7 +115,7 @@
<Color A="1" B="1" G="0.254901975" R="0"/> <Color A="1" B="1" G="0.254901975" R="0"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="-0.600000024" Y="0" Z="0.549540162"/> <Position X="0.800000012" Y="0" Z="0"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -128,7 +128,7 @@
<Color A="1" B="1" G="0.254901975" R="0"/> <Color A="1" B="1" G="0.254901975" R="0"/>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.800000012" Y="0" Z="0"/> <Position X="-0.600000024" Y="0" Z="0.549540162"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -130,6 +130,66 @@
</Entity> </Entity>
</Children> </Children>
</Entity> </Entity>
<Entity name="Lights">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="Light_front">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Visible>false</Visible>
<Shadow>false</Shadow>
</c:Model>
<c:PointLight>
<Color A="1" B="0.588235319" G="0.588235319" R="1"/>
</c:PointLight>
<c:Transform>
<Position X="-0.000288648967" Y="0.000489665952" Z="0.0824639797"/>
<Scale X="0.0299999993" Y="0.0299999993" Z="0.0299999993"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light_Side">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="1" R="0"/>
<Visible>false</Visible>
<Shadow>false</Shadow>
</c:Model>
<c:PointLight>
<Color A="1" B="0.588235319" G="0.588235319" R="1"/>
<Radius>0.40000000596046448</Radius>
</c:PointLight>
<c:Transform>
<Position X="-0.0870000049" Y="0.0210000016" Z="0.186000004"/>
<Scale X="0.0299999993" Y="0.0299999993" Z="0.0299999993"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light_front2">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Visible>false</Visible>
<Shadow>false</Shadow>
</c:Model>
<c:PointLight>
<Color A="1" B="0.588235319" G="0.588235319" R="1"/>
</c:PointLight>
<c:Transform>
<Position X="0.000448234321" Y="-0.000760387513" Z="-0.323961914"/>
<Scale X="0.0299999993" Y="0.0299999993" Z="0.0299999993"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children> </Children>
</Entity> </Entity>
@@ -0,0 +1,219 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="MuzzleFlashBlueSidearm" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Lifetime>
<Lifetime>0.080000000000000002</Lifetime>
</c:Lifetime>
<c:Transform/>
</Components>
<Children>
<Entity name="Level1">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="Cone1Outside">
<Components>
<c:Fade>
<FadeTime>0.080000000000000002</FadeTime>
</c:Fade>
<c:Model>
<GlowIntensity>2</GlowIntensity>
<Resource>Models/Effects/MuzzleFlash/Red/Cone1Outside.mesh</Resource>
<Shadow>false</Shadow>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Cone1Inside">
<Components>
<c:Fade>
<FadeTime>0.080000000000000002</FadeTime>
</c:Fade>
<c:Model>
<GlowIntensity>2</GlowIntensity>
<Resource>Models/Effects/MuzzleFlash/Red/Cone1Inside.mesh</Resource>
<Shadow>false</Shadow>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Level2">
<Components>
<c:Transform>
<Position X="0.000134464673" Y="8.11116188e-05" Z="-0.0197895896"/>
</c:Transform>
</Components>
<Children>
<Entity name="Cone2Inside">
<Components>
<c:Fade>
<FadeTime>0.080000000000000002</FadeTime>
</c:Fade>
<c:Model>
<GlowIntensity>2</GlowIntensity>
<Resource>Models/Effects/MuzzleFlash/Red/Cone2Inside.mesh</Resource>
<Shadow>false</Shadow>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Cone2Outside">
<Components>
<c:Fade>
<FadeTime>0.080000000000000002</FadeTime>
</c:Fade>
<c:Model>
<GlowIntensity>2</GlowIntensity>
<Resource>Models/Effects/MuzzleFlash/Red/Cone2Outside.mesh</Resource>
<Shadow>false</Shadow>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Level3">
<Components>
<c:Transform>
<Position X="0.000216802931" Y="0.000130779619" Z="-0.0319075659"/>
</c:Transform>
</Components>
<Children>
<Entity name="PlaneLeft">
<Components>
<c:Fade>
<FadeTime>0.080000000000000002</FadeTime>
</c:Fade>
<c:Model>
<GlowIntensity>2</GlowIntensity>
<Resource>Models/Effects/MuzzleFlash/Red/PlaneLeft.mesh</Resource>
<Shadow>false</Shadow>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="PlaneRight">
<Components>
<c:Fade>
<FadeTime>0.080000000000000002</FadeTime>
</c:Fade>
<c:Model>
<GlowIntensity>2</GlowIntensity>
<Resource>Models/Effects/MuzzleFlash/Red/PlaneRight.mesh</Resource>
<Shadow>false</Shadow>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="PlaneUp">
<Components>
<c:Fade>
<FadeTime>0.080000000000000002</FadeTime>
</c:Fade>
<c:Model>
<GlowIntensity>2</GlowIntensity>
<Resource>Models/Effects/MuzzleFlash/Red/PlaneUp.mesh</Resource>
<Shadow>false</Shadow>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="PlaneDown">
<Components>
<c:Fade>
<FadeTime>0.080000000000000002</FadeTime>
</c:Fade>
<c:Model>
<GlowIntensity>2</GlowIntensity>
<Resource>Models/Effects/MuzzleFlash/Red/PlaneDown.mesh</Resource>
<Shadow>false</Shadow>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Lights">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="Light_front">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Visible>false</Visible>
<Shadow>false</Shadow>
</c:Model>
<c:PointLight>
<Color A="1" B="0.588235319" G="0.588235319" R="1"/>
</c:PointLight>
<c:Transform>
<Position X="-0.000288648967" Y="0.000489665952" Z="0.0824639797"/>
<Scale X="0.0299999993" Y="0.0299999993" Z="0.0299999993"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light_Side">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="1" R="0"/>
<Visible>false</Visible>
<Shadow>false</Shadow>
</c:Model>
<c:PointLight>
<Color A="1" B="0.588235319" G="0.588235319" R="1"/>
<Radius>0.40000000596046448</Radius>
</c:PointLight>
<c:Transform>
<Position X="-0.0870000049" Y="0.0210000016" Z="0.186000004"/>
<Scale X="0.0299999993" Y="0.0299999993" Z="0.0299999993"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light_front2">
<Components>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Visible>false</Visible>
<Shadow>false</Shadow>
</c:Model>
<c:PointLight>
<Color A="1" B="0.588235319" G="0.588235319" R="1"/>
</c:PointLight>
<c:Transform>
<Position X="0.000448234321" Y="-0.000760387513" Z="-0.323961914"/>
<Scale X="0.0299999993" Y="0.0299999993" Z="0.0299999993"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
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+1 -4
View File
@@ -5,6 +5,7 @@
<c:Lifetime> <c:Lifetime>
<Lifetime>0.079999998211860657</Lifetime> <Lifetime>0.079999998211860657</Lifetime>
</c:Lifetime> </c:Lifetime>
<c:NetworkComponent/>
<c:Transform/> <c:Transform/>
</Components> </Components>
@@ -17,10 +18,8 @@
<DiffuseTexture>Textures/Effects/NewRay5.png</DiffuseTexture> <DiffuseTexture>Textures/Effects/NewRay5.png</DiffuseTexture>
<Color A="1" B="2.35294127" G="1.17647064" R="0"/> <Color A="1" B="2.35294127" G="1.17647064" R="0"/>
<KeepRatio>true</KeepRatio> <KeepRatio>true</KeepRatio>
<Linear>true</Linear>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
<Orientation X="0" Y="-1.57099998" Z="0"/> <Orientation X="0" Y="-1.57099998" Z="0"/>
<Scale X="1" Y="0.0700000003" Z="0"/> <Scale X="1" Y="0.0700000003" Z="0"/>
</c:Transform> </c:Transform>
@@ -35,10 +34,8 @@
<DiffuseTexture>Textures/Effects/NewRay5.png</DiffuseTexture> <DiffuseTexture>Textures/Effects/NewRay5.png</DiffuseTexture>
<Color A="1" B="2.35294127" G="1.17647064" R="0"/> <Color A="1" B="2.35294127" G="1.17647064" R="0"/>
<KeepRatio>true</KeepRatio> <KeepRatio>true</KeepRatio>
<Linear>true</Linear>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
<Orientation X="0" Y="4.71218538" Z="3.14199996"/> <Orientation X="0" Y="4.71218538" Z="3.14199996"/>
<Scale X="1" Y="0.0700000003" Z="0"/> <Scale X="1" Y="0.0700000003" Z="0"/>
</c:Transform> </c:Transform>
@@ -0,0 +1,47 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="RayBlue" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Lifetime>
<Lifetime>0.079999998211860657</Lifetime>
</c:Lifetime>
<c:NetworkComponent/>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Effects/NewRay5.png</DiffuseTexture>
<Color A="1" B="0.588235319" G="0.588235319" R="2.35294127"/>
<KeepRatio>true</KeepRatio>
</c:Sprite>
<c:Transform>
<Orientation X="0" Y="-1.57099998" Z="0"/>
<Scale X="1" Y="0.0700000003" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Effects/NewRay5.png</DiffuseTexture>
<Color A="1" B="0.588235319" G="0.588235319" R="2.35294127"/>
<KeepRatio>true</KeepRatio>
</c:Sprite>
<c:Transform>
<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
<Scale X="1" Y="0.0700000003" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -5,6 +5,7 @@
<c:Lifetime> <c:Lifetime>
<Lifetime>0.079999998211860657</Lifetime> <Lifetime>0.079999998211860657</Lifetime>
</c:Lifetime> </c:Lifetime>
<c:NetworkComponent/>
<c:Transform/> <c:Transform/>
</Components> </Components>
@@ -17,12 +18,10 @@
<DiffuseTexture>Textures/Effects/NewRay7.png</DiffuseTexture> <DiffuseTexture>Textures/Effects/NewRay7.png</DiffuseTexture>
<Color A="1" B="2.35294127" G="1.17647064" R="0"/> <Color A="1" B="2.35294127" G="1.17647064" R="0"/>
<KeepRatio>true</KeepRatio> <KeepRatio>true</KeepRatio>
<Linear>true</Linear>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
<Orientation X="0" Y="-1.57099998" Z="0"/> <Orientation X="0" Y="-1.57099998" Z="0"/>
<Scale X="1" Y="0.0700000003" Z="0"/> <Scale X="1" Y="0.0700000003" Z="1"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -35,12 +34,10 @@
<DiffuseTexture>Textures/Effects/NewRay7.png</DiffuseTexture> <DiffuseTexture>Textures/Effects/NewRay7.png</DiffuseTexture>
<Color A="1" B="2.35294127" G="1.17647064" R="0"/> <Color A="1" B="2.35294127" G="1.17647064" R="0"/>
<KeepRatio>true</KeepRatio> <KeepRatio>true</KeepRatio>
<Linear>true</Linear>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
<Orientation X="0" Y="4.71218538" Z="3.14199996"/> <Orientation X="0" Y="4.71218538" Z="3.14199996"/>
<Scale X="1" Y="0.0700000003" Z="0"/> <Scale X="1" Y="0.0700000003" Z="1"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -0,0 +1,47 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="RayBlue" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Lifetime>
<Lifetime>0.079999998211860657</Lifetime>
</c:Lifetime>
<c:NetworkComponent/>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Effects/NewRay7.png</DiffuseTexture>
<Color A="1" B="0.588235319" G="0.588235319" R="2.35294127"/>
<KeepRatio>true</KeepRatio>
</c:Sprite>
<c:Transform>
<Orientation X="0" Y="-1.57099998" Z="0"/>
<Scale X="1" Y="0.0700000003" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Effects/NewRay7.png</DiffuseTexture>
<Color A="1" B="0.588235319" G="0.588235319" R="2.35294127"/>
<KeepRatio>true</KeepRatio>
</c:Sprite>
<c:Transform>
<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
<Scale X="1" Y="0.0700000003" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+3 -6
View File
@@ -3,11 +3,12 @@
<Components> <Components>
<c:Lifetime> <c:Lifetime>
<Lifetime>0.08</Lifetime> <Lifetime>0.080000000000000002</Lifetime>
</c:Lifetime> </c:Lifetime>
<c:Fade> <c:Fade>
<FadeTime>0.08</FadeTime> <FadeTime>0.080000000000000002</FadeTime>
</c:Fade> </c:Fade>
<c:NetworkComponent/>
<c:Transform/> <c:Transform/>
</Components> </Components>
@@ -20,10 +21,8 @@
<DiffuseTexture>Textures/Effects/NewRay5.png</DiffuseTexture> <DiffuseTexture>Textures/Effects/NewRay5.png</DiffuseTexture>
<Color A="1" B="2.35294127" G="1.17647064" R="0"/> <Color A="1" B="2.35294127" G="1.17647064" R="0"/>
<KeepRatio>true</KeepRatio> <KeepRatio>true</KeepRatio>
<Linear>true</Linear>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
<Orientation X="0" Y="-1.57099998" Z="0"/> <Orientation X="0" Y="-1.57099998" Z="0"/>
<Scale X="1" Y="0.0250000004" Z="0"/> <Scale X="1" Y="0.0250000004" Z="0"/>
</c:Transform> </c:Transform>
@@ -38,10 +37,8 @@
<DiffuseTexture>Textures/Effects/NewRay5.png</DiffuseTexture> <DiffuseTexture>Textures/Effects/NewRay5.png</DiffuseTexture>
<Color A="1" B="2.35294127" G="1.17647064" R="0"/> <Color A="1" B="2.35294127" G="1.17647064" R="0"/>
<KeepRatio>true</KeepRatio> <KeepRatio>true</KeepRatio>
<Linear>true</Linear>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
<Orientation X="0" Y="4.71218538" Z="3.14199996"/> <Orientation X="0" Y="4.71218538" Z="3.14199996"/>
<Scale X="1" Y="0.0250000004" Z="0"/> <Scale X="1" Y="0.0250000004" Z="0"/>
</c:Transform> </c:Transform>
@@ -0,0 +1,50 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="RayBlue" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Lifetime>
<Lifetime>0.080000000000000002</Lifetime>
</c:Lifetime>
<c:Fade>
<FadeTime>0.080000000000000002</FadeTime>
</c:Fade>
<c:NetworkComponent/>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Effects/NewRay5.png</DiffuseTexture>
<Color A="1" B="0.588235319" G="0.588235319" R="2.35294127"/>
<KeepRatio>true</KeepRatio>
</c:Sprite>
<c:Transform>
<Orientation X="0" Y="-1.57099998" Z="0"/>
<Scale X="1" Y="0.0250000004" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Effects/NewRay5.png</DiffuseTexture>
<Color A="1" B="0.588235319" G="0.588235319" R="2.35294127"/>
<KeepRatio>true</KeepRatio>
</c:Sprite>
<c:Transform>
<Orientation X="0" Y="4.71218538" Z="3.14199996"/>
<Scale X="1" Y="0.0250000004" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -1,20 +1,20 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd"> <Entity name="ReloadEffect" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components> <Components>
<c:Lifetime> <c:Lifetime>
<Lifetime>2</Lifetime> <Lifetime>1</Lifetime>
</c:Lifetime> </c:Lifetime>
<c:ExplosionEffect> <c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance> <Velocity X="0" Y="1" Z="0"/>
<Velocity X="3.33300018" Y="0.0320000015" Z="0"/> <ExplosionOrigin X="-0.0450000018" Y="0.148000002" Z="-0.646000028"/>
<ExplosionOrigin X="0" Y="0.0790000036" Z="-0.329000026"/> <ExplosionDuration>1</ExplosionDuration>
<ExponentialAccelaration>true</ExponentialAccelaration> <EndColor A="0" B="3.92156863" G="0.545098066" R="1"/>
<EndColor A="0" B="1" G="1" R="19.6078434"/>
<Randomness>true</Randomness> <Randomness>true</Randomness>
</c:ExplosionEffect> </c:ExplosionEffect>
<c:Model> <c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource> <Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
<Transparent>true</Transparent>
</c:Model> </c:Model>
<c:Transform/> <c:Transform/>
</Components> </Components>
@@ -6,12 +6,14 @@
<Lifetime>2</Lifetime> <Lifetime>2</Lifetime>
</c:Lifetime> </c:Lifetime>
<c:ExplosionEffect> <c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance> <Velocity X="1.78000009" Y="0.0320000015" Z="0"/>
<Velocity X="1.63300014" Y="0.0320000015" Z="0"/> <ExplosionOrigin X="0" Y="0.142000005" Z="-0.659000039"/>
<ExplosionOrigin X="0" Y="0.0790000036" Z="-0.329000026"/> <EndColor A="0" B="19.6078434" G="0.00392156886" R="1.96078432"/>
<ExponentialAccelaration>true</ExponentialAccelaration> <RandomnessScalar>1.3399996757507324</RandomnessScalar>
<EndColor A="0" B="19.6078434" G="19.6078434" R="0"/>
<Randomness>true</Randomness> <Randomness>true</Randomness>
<ColorByDistance>true</ColorByDistance>
<ExponentialAccelaration>true</ExponentialAccelaration>
<ColorDistanceScalar>5.0899982452392578</ColorDistanceScalar>
</c:ExplosionEffect> </c:ExplosionEffect>
<c:Model> <c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource> <Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
@@ -6,12 +6,14 @@
<Lifetime>2</Lifetime> <Lifetime>2</Lifetime>
</c:Lifetime> </c:Lifetime>
<c:ExplosionEffect> <c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance> <Velocity X="1.78000009" Y="0.0320000015" Z="0"/>
<Velocity X="1.63300014" Y="0.0320000015" Z="0"/> <ExplosionOrigin X="0" Y="0.142000005" Z="-0.659000039"/>
<ExplosionOrigin X="0" Y="0.0790000036" Z="-0.329000026"/> <EndColor A="0" B="19.6078434" G="0.00392156886" R="1.96078432"/>
<ExponentialAccelaration>true</ExponentialAccelaration> <RandomnessScalar>1.3399996757507324</RandomnessScalar>
<EndColor A="0" B="1" G="1" R="19.6078434"/>
<Randomness>true</Randomness> <Randomness>true</Randomness>
<ColorByDistance>true</ColorByDistance>
<ExponentialAccelaration>true</ExponentialAccelaration>
<ColorDistanceScalar>5.0899982452392578</ColorDistanceScalar>
</c:ExplosionEffect> </c:ExplosionEffect>
<c:Model> <c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource> <Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
@@ -2,6 +2,7 @@
<Entity name="SidearmWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd"> <Entity name="SidearmWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components> <Components>
<c:Shielded/>
<c:Model> <c:Model>
<Resource>Models/Weapons/Blue/SecondaryWeaponBlue.mesh</Resource> <Resource>Models/Weapons/Blue/SecondaryWeaponBlue.mesh</Resource>
</c:Model> </c:Model>
@@ -9,16 +10,37 @@
</Components> </Components>
<Children> <Children>
<Entity name="WeaponMuzzle"> <Entity name="Muzzle">
<Components> <Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform> <c:Transform>
<Position X="0.0123999491" Y="0.102453232" Z="-0.273824364"/> <Position X="-0.0169804785" Y="-0.0188358482" Z="-0.222064406"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children>
<Entity name="WeaponMuzzleRay">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RaySideArmBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0.125075191" Z="-0.206788138"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="WeaponMuzzleFlash">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/MuzzleFlashSideArmBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.0240342002" Y="0.116005458" Z="-0.0419839472"/>
<Scale X="0.5" Y="0.5" Z="0.5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity> </Entity>
</Children> </Children>
@@ -0,0 +1,47 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="SidearmWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Shielded/>
<c:Model>
<Resource>Models/Weapons/Red/SecondaryWeaponRed.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="Muzzle">
<Components>
<c:Transform>
<Position X="-0.0169804785" Y="-0.0188358482" Z="-0.222064406"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzleRay">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RaySideArmRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0.125075191" Z="-0.206788138"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="WeaponMuzzleFlash">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/MuzzleFlashSideArmRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.0240342002" Y="0.116005458" Z="-0.0419839472"/>
<Scale X="0.5" Y="0.5" Z="0.5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+38 -17
View File
@@ -11,17 +11,6 @@
</Components> </Components>
<Children> <Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/Ray2Red.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0.105000004" Z="-0.256000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD"> <Entity name="AmmunitionHUD">
<Components> <Components>
<c:TextFieldReader> <c:TextFieldReader>
@@ -38,8 +27,9 @@
<Entity name="AmmunitionHUDBackground"> <Entity name="AmmunitionHUDBackground">
<Components> <Components>
<c:Sprite> <c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture> <Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap> <GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.588235319" B="0" G="0" R="0"/> <Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite> </c:Sprite>
<c:Transform> <c:Transform>
@@ -56,16 +46,16 @@
<Children> <Children>
<Entity name="MagazineAmmo"> <Entity name="MagazineAmmo">
<Components> <Components>
<c:TextFieldReader>
<ParentEntityName>Player</ParentEntityName>
<ComponentType>SidearmWeapon</ComponentType>
<Field>MagazineAmmo</Field>
</c:TextFieldReader>
<c:Text> <c:Text>
<Content>16</Content> <Content>16</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource> <Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/> <Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text> </c:Text>
<c:TextFieldReader>
<ParentEntityName>Player</ParentEntityName>
<ComponentType>SidearmWeapon</ComponentType>
<Field>MagazineAmmo</Field>
</c:TextFieldReader>
<c:Transform> <c:Transform>
<Position X="0" Y="-0.00600000005" Z="0"/> <Position X="0" Y="-0.00600000005" Z="0"/>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/> <Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
@@ -92,6 +82,37 @@
</Entity> </Entity>
</Children> </Children>
</Entity> </Entity>
<Entity name="Muzzle">
<Components>
<c:Transform>
<Position X="0.197295129" Y="-0.116625182" Z="-0.709192753"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzleRay">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RaySideArmBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0" Z="-0.155046776"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="WeaponMuzzleFlash">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/MuzzleFlashSideArmBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Scale X="0.5" Y="0.5" Z="0.5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children> </Children>
</Entity> </Entity>
File diff suppressed because it is too large Load Diff
@@ -8,6 +8,7 @@
</c:BlendAdditive> </c:BlendAdditive>
<c:Model> <c:Model>
<Resource>Models/Characters/Assault/FirstPersonAssaultBlue.mesh</Resource> <Resource>Models/Characters/Assault/FirstPersonAssaultBlue.mesh</Resource>
<Shadow>false</Shadow>
</c:Model> </c:Model>
<c:Transform/> <c:Transform/>
</Components> </Components>
@@ -90,9 +91,10 @@
<c:Model> <c:Model>
<GlowIntensity>1.5</GlowIntensity> <GlowIntensity>1.5</GlowIntensity>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource> <Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Shadow>false</Shadow>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.120748267" Y="-0.22843127" Z="-0.181454584"/> <Position X="0.120748267" Y="-0.22843127" Z="-0.181454599"/>
<Orientation X="0.0102799674" Y="-0.00312504289" Z="0.0428140014"/> <Orientation X="0.0102799674" Y="-0.00312504289" Z="0.0428140014"/>
</c:Transform> </c:Transform>
</Components> </Components>
@@ -131,7 +133,7 @@
<EntityFile>Schema/Entities/RayAssaultBlue.xml</EntityFile> <EntityFile>Schema/Entities/RayAssaultBlue.xml</EntityFile>
</c:Spawner> </c:Spawner>
<c:Transform> <c:Transform>
<Position X="0.00123506912" Y="-0.00209517847" Z="-0.681198895"/> <Position X="0.00179657922" Y="-0.00304772682" Z="-0.334699303"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -2,6 +2,7 @@
<Entity name="AssaultWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd"> <Entity name="AssaultWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components> <Components>
<c:Shielded/>
<c:Model> <c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource> <Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model> </c:Model>
@@ -9,17 +10,6 @@
</Components> </Components>
<Children> <Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ReloadSpawner"> <Entity name="ReloadSpawner">
<Components> <Components>
<c:Spawner> <c:Spawner>
@@ -29,6 +19,38 @@
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="Muzzle">
<Components>
<c:Transform>
<Position X="0.00728808995" Y="0.0896582007" Z="-0.643795013"/>
<Orientation X="6.27600002" Y="0.00499999989" Z="0.00600000005"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzleFlash">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/MuzzleFlashBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="-8.41593719e-05" Y="-0.000816107844" Z="0.0612007342"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="WeaponMuzzleRay">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayAssaultBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00179657922" Y="-0.00304772682" Z="-0.334699303"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children> </Children>
</Entity> </Entity>
@@ -0,0 +1,233 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Hands" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BlendAdditive>
<Adder>MovementBlend</Adder>
<Receiver>ActionBlend</Receiver>
</c:BlendAdditive>
<c:Model>
<Resource>Models/Characters/Assault/FirstPersonAssaultRed.mesh</Resource>
<Shadow>false</Shadow>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="ActionBlend">
<Components>
<c:Blend>
<Pose1>Fire</Pose1>
<Pose2>Reload</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Reload">
<Components>
<c:Animation>
<AnimationName>ReloadSwitchF</AnimationName>
<Speed>0.5</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Fire">
<Components>
<c:Animation>
<AnimationName>ShootRifleF</AnimationName>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>Idle</Pose1>
<Pose2>Run</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ViewModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<GlowIntensity>1.5</GlowIntensity>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
<Shadow>false</Shadow>
</c:Model>
<c:Transform>
<Position X="0.120748267" Y="-0.22843127" Z="-0.181454599"/>
<Orientation X="0.0102799674" Y="-0.00312504289" Z="0.0428140014"/>
</c:Transform>
</Components>
<Children>
<Entity name="ReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponAssaultReloadEffectViewRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Muzzle">
<Components>
<c:Transform>
<Position X="0.00728808995" Y="0.0896582007" Z="-0.643795013"/>
<Orientation X="6.27600002" Y="0.00499999989" Z="0.00600000005"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzleFlash">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/MuzzleFlashRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.000221854658" Y="-0.000376355601" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="WeaponMuzzleRay">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayAssaultRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00179657922" Y="-0.00304772682" Z="-0.334699303"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="AmmoHUD">
<Components>
<c:BoneAttachment>
<BoneName>R_Ammo_Joint</BoneName>
<ScaleOffset X="0.5" Y="0.5" Z="1"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment>
<c:Transform>
<Position X="0.0540265888" Y="-0.0954296291" Z="-0.255526036"/>
<Orientation X="0.000777846028" Y="0.0774231106" Z="0.00124278688"/>
<Scale X="0.25000006" Y="0.250000149" Z="0.500000238"/>
</c:Transform>
</Components>
<Children>
<Entity name="Background">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Text">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:TextFieldReader>
<ParentEntityName></ParentEntityName>
<ComponentType>AssaultWeapon</ComponentType>
<Field>MagazineAmmo</Field>
</c:TextFieldReader>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>320</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:TextFieldReader>
<ParentEntityName></ParentEntityName>
<ComponentType>AssaultWeapon</ComponentType>
<Field>Ammo</Field>
</c:TextFieldReader>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FriendlyBoostAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/FriendlyBoostRedHUD.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="-0.000110394583" Y="-0.0891034827" Z="6.07890324e-05"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,56 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="AssaultWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Shielded/>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="ReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorldRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Muzzle">
<Components>
<c:Transform>
<Position X="0.00728808995" Y="0.0896582007" Z="-0.643795013"/>
<Orientation X="6.27600002" Y="0.00499999989" Z="0.00600000005"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzleFlash">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/MuzzleFlashRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="-8.41593719e-05" Y="-0.000816107844" Z="0.0612007342"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="WeaponMuzzleRay">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayAssaultRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00179657922" Y="-0.00304772682" Z="-0.334699303"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,54 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ReloadEffect" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Lifetime>
<Lifetime>2</Lifetime>
</c:Lifetime>
<c:Transform/>
</Components>
<Children>
<Entity name="Out">
<Components>
<c:ExplosionEffect>
<Velocity X="0" Y="1" Z="0"/>
<ExplosionOrigin X="-0.0450000018" Y="0.148000002" Z="-0.646000028"/>
<TimeSinceDeath>1</TimeSinceDeath>
<Delay>1</Delay>
<Speed>-1</Speed>
<ExplosionDuration>1</ExplosionDuration>
<EndColor A="0" B="3.92156863" G="0.545098066" R="1"/>
<Randomness>true</Randomness>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="In">
<Components>
<c:Lifetime>
<Lifetime>1</Lifetime>
</c:Lifetime>
<c:ExplosionEffect>
<Velocity X="0" Y="1" Z="0"/>
<ExplosionOrigin X="-0.0450000018" Y="0.148000002" Z="-0.646000028"/>
<ExplosionDuration>1</ExplosionDuration>
<EndColor A="0" B="3.92156863" G="0.545098066" R="1"/>
<Randomness>true</Randomness>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -8,6 +8,7 @@
</c:BlendAdditive> </c:BlendAdditive>
<c:Model> <c:Model>
<Resource>Models/Characters/Defender/FirstPersonDefenderBlue.mesh</Resource> <Resource>Models/Characters/Defender/FirstPersonDefenderBlue.mesh</Resource>
<Shadow>false</Shadow>
</c:Model> </c:Model>
<c:Transform/> <c:Transform/>
</Components> </Components>
@@ -154,7 +155,7 @@
<InheritScale>true</InheritScale> <InheritScale>true</InheritScale>
</c:BoneAttachment> </c:BoneAttachment>
<c:Transform> <c:Transform>
<Position X="0.0540262833" Y="-0.0954347998" Z="-0.225546911"/> <Position X="0.0540262833" Y="-0.0954347998" Z="-0.225546926"/>
<Orientation X="0.00124507793" Y="0.077417776" Z="0.00737103401"/> <Orientation X="0.00124507793" Y="0.077417776" Z="0.00737103401"/>
<Scale X="0.300000012" Y="0.300000042" Z="0.299999952"/> <Scale X="0.300000012" Y="0.300000042" Z="0.299999952"/>
</c:Transform> </c:Transform>
@@ -244,9 +245,10 @@
</c:BoneAttachment> </c:BoneAttachment>
<c:Model> <c:Model>
<Resource>Models/Weapons/Blue/DefenderWeaponBlue.mesh</Resource> <Resource>Models/Weapons/Blue/DefenderWeaponBlue.mesh</Resource>
<Shadow>false</Shadow>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.120748043" Y="-0.228436321" Z="-0.151475549"/> <Position X="0.120748043" Y="-0.228436321" Z="-0.151475564"/>
<Orientation X="0.0102800643" Y="-0.00312487315" Z="0.0428144038"/> <Orientation X="0.0102800643" Y="-0.00312487315" Z="0.0428144038"/>
</c:Transform> </c:Transform>
</Components> </Components>
@@ -265,7 +267,7 @@
<Entity name="Muzzle"> <Entity name="Muzzle">
<Components> <Components>
<c:Transform> <c:Transform>
<Position X="0.137428522" Y="-0.145251781" Z="-0.590083241"/> <Position X="0.119734153" Y="-0.145251781" Z="-0.564532101"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children> <Children>
@@ -275,7 +277,7 @@
<EntityFile>Schema/Entities/RayDefenderBlue.xml</EntityFile> <EntityFile>Schema/Entities/RayDefenderBlue.xml</EntityFile>
</c:Spawner> </c:Spawner>
<c:Transform> <c:Transform>
<Position X="0.0180841181" Y="0.0252480619" Z="-0.663679719"/> <Position X="0" Y="0" Z="-0.109966502"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children/> <Children/>
@@ -286,7 +288,7 @@
<EntityFile>Schema/Entities/MuzzleFlashBlue.xml</EntityFile> <EntityFile>Schema/Entities/MuzzleFlashBlue.xml</EntityFile>
</c:Spawner> </c:Spawner>
<c:Transform> <c:Transform>
<Position X="0.0201820824" Y="0.0212024488" Z="-0.0305794869"/> <Position X="0.0201820824" Y="0" Z="0"/>
<Scale X="1.5" Y="1.5" Z="1"/> <Scale X="1.5" Y="1.5" Z="1"/>
</c:Transform> </c:Transform>
</Components> </Components>
@@ -2,6 +2,7 @@
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd"> <Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components> <Components>
<c:Shielded/>
<c:Model> <c:Model>
<Resource>Models/Weapons/Blue/DefenderWeaponBlue.mesh</Resource> <Resource>Models/Weapons/Blue/DefenderWeaponBlue.mesh</Resource>
</c:Model> </c:Model>
@@ -9,17 +10,6 @@
</Components> </Components>
<Children> <Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderRayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.000284185546" Y="0.0318552479" Z="-0.193328083"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner"> <Entity name="ThirdPersonReloadSpawner">
<Components> <Components>
<c:Spawner> <c:Spawner>
@@ -29,6 +19,38 @@
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="Muzzle">
<Components>
<c:Transform>
<Position X="-0.0100463303" Y="0.0624945536" Z="-0.372351319"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzleRay">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayDefenderBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.0180841181" Y="0.0252480619" Z="-0.135249734"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="WeaponMuzzleFlash">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/MuzzleFlashBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.0201820824" Y="0.0212024488" Z="-0.0305794869"/>
<Scale X="1.5" Y="1.5" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children> </Children>
</Entity> </Entity>
@@ -0,0 +1,303 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Hands" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BlendAdditive>
<Adder>MovementBlend</Adder>
<Receiver>FinalBlend</Receiver>
</c:BlendAdditive>
<c:Model>
<Resource>Models/Characters/Defender/FirstPersonDefenderRed.mesh</Resource>
<Shadow>false</Shadow>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="FinalBlend">
<Components>
<c:Blend>
<Pose1>ActionBlend</Pose1>
<Pose2>Shield</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Shield">
<Components>
<c:Animation>
<AnimationName>ActivateShieldF</AnimationName>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ActionBlend">
<Components>
<c:Blend>
<Pose1>Fire</Pose1>
<Pose2>ReloadBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Fire">
<Components>
<c:Animation>
<AnimationName>ShootShotgunF</AnimationName>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ReloadBlend">
<Components>
<c:Blend>
<Pose1>ReloadLoop</Pose1>
<Pose2>ReloadTransitionBlend</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ReloadLoop">
<Components>
<c:Animation>
<AnimationName>ShotgunReloadTwoF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ReloadTransitionBlend">
<Components>
<c:Blend>
<Pose1>ReloadStart</Pose1>
<Pose2>ReloadEnd</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ReloadStart">
<Components>
<c:Animation>
<AnimationName>ShotgunReloadOneF</AnimationName>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ReloadEnd">
<Components>
<c:Animation>
<AnimationName>ShotgunReloadThreeF</AnimationName>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>Idle</Pose1>
<Pose2>Run</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="AmmoHUD">
<Components>
<c:BoneAttachment>
<BoneName>R_Ammo_Joint</BoneName>
<ScaleOffset X="0.600000024" Y="0.600000024" Z="0.600000024"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment>
<c:Transform>
<Position X="0.0540262833" Y="-0.0954347998" Z="-0.225546926"/>
<Orientation X="0.00124507793" Y="0.077417776" Z="0.00737103401"/>
<Scale X="0.300000012" Y="0.300000042" Z="0.299999952"/>
</c:Transform>
</Components>
<Children>
<Entity name="Background">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Text">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>38</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:TextFieldReader>
<ParentEntityName></ParentEntityName>
<ComponentType>DefenderWeapon</ComponentType>
<Field>Ammo</Field>
</c:TextFieldReader>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>5</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:TextFieldReader>
<ParentEntityName></ParentEntityName>
<ComponentType>DefenderWeapon</ComponentType>
<Field>MagazineAmmo</Field>
</c:TextFieldReader>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FriendlyBoostAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/FriendlyBoostRedHUD.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="-0.0762779638" Y="-0.04478902" Z="6.07890324e-05"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="WeaponOrigin">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="ViewModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/DefenderWeaponRed.mesh</Resource>
<Shadow>false</Shadow>
</c:Model>
<c:Transform>
<Position X="0.120748043" Y="-0.228436321" Z="-0.151475564"/>
<Orientation X="0.0102800643" Y="-0.00312487315" Z="0.0428144038"/>
</c:Transform>
</Components>
<Children>
<Entity name="ReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Muzzle">
<Components>
<c:Transform>
<Position X="0.119734153" Y="-0.145251781" Z="-0.564532101"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzleRay">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayDefenderRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0" Z="-0.109966502"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="WeaponMuzzleFlash">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/MuzzleFlashRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.0201820824" Y="0" Z="0"/>
<Scale X="1.5" Y="1.5" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,56 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Shielded/>
<c:Model>
<Resource>Models/Weapons/Red/DefenderWeaponRed.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Muzzle">
<Components>
<c:Transform>
<Position X="-0.0100463303" Y="0.0624945536" Z="-0.372351319"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzleRay">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayDefenderRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.0180841181" Y="0.0252480619" Z="-0.135249734"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="WeaponMuzzleFlash">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/MuzzleFlashRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.0201820824" Y="0.0212024488" Z="-0.0305794869"/>
<Scale X="1.5" Y="1.5" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -8,6 +8,7 @@
</c:BlendAdditive> </c:BlendAdditive>
<c:Model> <c:Model>
<Resource>Models/Characters/Assault/FirstPersonAssaultBlue.mesh</Resource> <Resource>Models/Characters/Assault/FirstPersonAssaultBlue.mesh</Resource>
<Shadow>false</Shadow>
</c:Model> </c:Model>
<c:Transform/> <c:Transform/>
</Components> </Components>
@@ -183,6 +184,7 @@
<c:Model> <c:Model>
<GlowIntensity>1.2999999523162842</GlowIntensity> <GlowIntensity>1.2999999523162842</GlowIntensity>
<Resource>Models/Weapons/Blue/SecondaryWeaponBlue.mesh</Resource> <Resource>Models/Weapons/Blue/SecondaryWeaponBlue.mesh</Resource>
<Shadow>false</Shadow>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.185786247" Y="-0.21622014" Z="-0.412707269"/> <Position X="0.185786247" Y="-0.21622014" Z="-0.412707269"/>
@@ -204,7 +206,7 @@
<Entity name="Muzzle"> <Entity name="Muzzle">
<Components> <Components>
<c:Transform> <c:Transform>
<Position X="0.197295129" Y="-0.116625182" Z="-0.709192753"/> <Position X="0.189540595" Y="-0.114737265" Z="-0.681462705"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children> <Children>
@@ -213,9 +215,7 @@
<c:Spawner> <c:Spawner>
<EntityFile>Schema/Entities/RaySideArmBlue.xml</EntityFile> <EntityFile>Schema/Entities/RaySideArmBlue.xml</EntityFile>
</c:Spawner> </c:Spawner>
<c:Transform> <c:Transform/>
<Position X="0" Y="0" Z="-0.155046776"/>
</c:Transform>
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
@@ -0,0 +1,239 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Hands" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BlendAdditive>
<Adder>MovementBlend</Adder>
<Receiver>ActionBlend</Receiver>
</c:BlendAdditive>
<c:Model>
<Resource>Models/Characters/Assault/FirstPersonAssaultRed.mesh</Resource>
<Shadow>false</Shadow>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>Idle</Pose1>
<Pose2>Run</Pose2>
<Weight>1</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleSecF</AnimationName>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunSecF</AnimationName>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ActionBlend">
<Components>
<c:Blend>
<Pose1>Fire</Pose1>
<Pose2>Reload</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Fire">
<Components>
<c:Animation>
<AnimationName>ShootSecF</AnimationName>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Reload">
<Components>
<c:Animation>
<AnimationName>ReloadSwitchSecF</AnimationName>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:BoneAttachment>
<BoneName>R_Ammo_Joint</BoneName>
</c:BoneAttachment>
<c:Transform>
<Position X="0.109812237" Y="-0.0832184851" Z="-0.403451651"/>
<Orientation X="0.000778344634" Y="0.077423349" Z="0.0012426693"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00300000003"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>16</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:TextFieldReader>
<ParentEntityName></ParentEntityName>
<ComponentType>SidearmWeapon</ComponentType>
<Field>MagazineAmmo</Field>
</c:TextFieldReader>
<c:Transform>
<Position X="0" Y="-0.00600000005" Z="0"/>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Infinity!">
<Components>
<c:Text>
<Content>8</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.0150000006" Y="-0.029000001" Z="0"/>
<Orientation X="0" Y="0" Z="1.5710001"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FriendlyAmmoAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/FriendlyAmmoHUD.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="-0.000110394583" Y="-0.0891034827" Z="6.07890324e-05"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmoShareEffectSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/AmmoShareEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="WeaponOrigin">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="ViewModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<GlowIntensity>1.2999999523162842</GlowIntensity>
<Resource>Models/Weapons/Red/SecondaryWeaponRed.mesh</Resource>
<Shadow>false</Shadow>
</c:Model>
<c:Transform>
<Position X="0.185786247" Y="-0.21622014" Z="-0.412707269"/>
<Orientation X="0.0102805095" Y="-0.00312478957" Z="0.0428138711"/>
</c:Transform>
</Components>
<Children>
<Entity name="ReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponSidearmReloadEffectViewRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Muzzle">
<Components>
<c:Transform>
<Position X="0.189540595" Y="-0.114737265" Z="-0.681462705"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzleRay">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RaySideArmRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="WeaponMuzzleFlash">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/MuzzleFlashSideArmRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Scale X="0.5" Y="0.5" Z="0.5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -8,6 +8,7 @@
</c:BlendAdditive> </c:BlendAdditive>
<c:Model> <c:Model>
<Resource>Models/Characters/Defender/FirstPersonDefenderBlue.mesh</Resource> <Resource>Models/Characters/Defender/FirstPersonDefenderBlue.mesh</Resource>
<Shadow>false</Shadow>
</c:Model> </c:Model>
<c:Transform/> <c:Transform/>
</Components> </Components>
@@ -86,7 +87,7 @@
<BoneName>R_Ammo_Joint</BoneName> <BoneName>R_Ammo_Joint</BoneName>
</c:BoneAttachment> </c:BoneAttachment>
<c:Transform> <c:Transform>
<Position X="0.109812573" Y="-0.0832190216" Z="-0.373473197"/> <Position X="0.109812573" Y="-0.0832190216" Z="-0.373473227"/>
<Orientation X="0.00118373742" Y="0.077411525" Z="0.00458352407"/> <Orientation X="0.00118373742" Y="0.077411525" Z="0.00458352407"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/> <Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform> </c:Transform>
@@ -183,9 +184,10 @@
<c:Model> <c:Model>
<GlowIntensity>1.5</GlowIntensity> <GlowIntensity>1.5</GlowIntensity>
<Resource>Models/Weapons/Blue/SecondaryWeaponBlue.mesh</Resource> <Resource>Models/Weapons/Blue/SecondaryWeaponBlue.mesh</Resource>
<Shadow>false</Shadow>
</c:Model> </c:Model>
<c:Transform> <c:Transform>
<Position X="0.18578662" Y="-0.216220587" Z="-0.382728696"/> <Position X="0.18578662" Y="-0.216220587" Z="-0.382728726"/>
<Orientation X="0.010279973" Y="-0.00312555139" Z="0.0428142436"/> <Orientation X="0.010279973" Y="-0.00312555139" Z="0.0428142436"/>
</c:Transform> </c:Transform>
</Components> </Components>
@@ -204,10 +206,19 @@
<Entity name="Muzzle"> <Entity name="Muzzle">
<Components> <Components>
<c:Transform> <c:Transform>
<Position X="0.196999997" Y="-0.116999999" Z="-0.668634355"/> <Position X="0.192775041" Y="-0.117133088" Z="-0.647809923"/>
</c:Transform> </c:Transform>
</Components> </Components>
<Children> <Children>
<Entity name="WeaponMuzzleRay">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RaySideArmBlue.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="WeaponMuzzleFlash"> <Entity name="WeaponMuzzleFlash">
<Components> <Components>
<c:Spawner> <c:Spawner>
@@ -219,17 +230,6 @@
</Components> </Components>
<Children/> <Children/>
</Entity> </Entity>
<Entity name="WeaponMuzzleRay">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RaySideArmBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0" Z="-0.155000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children> </Children>
</Entity> </Entity>
</Children> </Children>
@@ -0,0 +1,239 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Hands" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BlendAdditive>
<Adder>MovementBlend</Adder>
<Receiver>ActionBlend</Receiver>
</c:BlendAdditive>
<c:Model>
<Resource>Models/Characters/Defender/FirstPersonDefenderRed.mesh</Resource>
<Shadow>false</Shadow>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>Idle</Pose1>
<Pose2>Run</Pose2>
<Weight>1</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleSecF</AnimationName>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunSecF</AnimationName>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ActionBlend">
<Components>
<c:Blend>
<Pose1>Fire</Pose1>
<Pose2>Reload</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Fire">
<Components>
<c:Animation>
<AnimationName>ShootSecF</AnimationName>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Reload">
<Components>
<c:Animation>
<AnimationName>ReloadSwitchSecF</AnimationName>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:BoneAttachment>
<BoneName>R_Ammo_Joint</BoneName>
</c:BoneAttachment>
<c:Transform>
<Position X="0.109812573" Y="-0.0832190216" Z="-0.373473227"/>
<Orientation X="0.00118373742" Y="0.077411525" Z="0.00458352407"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<Model>Models/Core/UnitQuad.mesh</Model>
<GlowMap></GlowMap>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00300000003"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>16</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:TextFieldReader>
<ParentEntityName></ParentEntityName>
<ComponentType>SidearmWeapon</ComponentType>
<Field>MagazineAmmo</Field>
</c:TextFieldReader>
<c:Transform>
<Position X="0" Y="-0.00600000005" Z="0"/>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Infinity!">
<Components>
<c:Text>
<Content>8</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.0150000006" Y="-0.029000001" Z="0"/>
<Orientation X="0" Y="0" Z="1.5710001"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FriendlyAmmoAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/FriendlyAmmoHUD.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="-0.000110394583" Y="-0.0891034827" Z="6.07890324e-05"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmoShareEffectSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/AmmoShareEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="WeaponOrigin">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="ViewModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<GlowIntensity>1.5</GlowIntensity>
<Resource>Models/Weapons/Red/SecondaryWeaponRed.mesh</Resource>
<Shadow>false</Shadow>
</c:Model>
<c:Transform>
<Position X="0.18578662" Y="-0.216220587" Z="-0.382728726"/>
<Orientation X="0.010279973" Y="-0.00312555139" Z="0.0428142436"/>
</c:Transform>
</Components>
<Children>
<Entity name="ReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponSidearmReloadEffectViewRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Muzzle">
<Components>
<c:Transform>
<Position X="0.192775041" Y="-0.117133088" Z="-0.647809923"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzleRay">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RaySideArmRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="WeaponMuzzleFlash">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/MuzzleFlashSideArmRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Scale X="0.5" Y="0.5" Z="0.5"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,53 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ReloadEffect" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="In">
<Components>
<c:ExplosionEffect>
<ExplosionOrigin X="0" Y="0.112999998" Z="-0.430000007"/>
<TimeSinceDeath>0.5</TimeSinceDeath>
<Delay>0.5</Delay>
<Speed>-1</Speed>
<ExplosionDuration>0.5</ExplosionDuration>
<EndColor A="0" B="3.92156863" G="0.545098066" R="1"/>
<Randomness>true</Randomness>
</c:ExplosionEffect>
<c:Model>
<GlowIntensity>1.5</GlowIntensity>
<Resource>Models/Weapons/Red/SecondaryWeaponRed.mesh</Resource>
<Shadow>false</Shadow>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Out">
<Components>
<c:Lifetime>
<Lifetime>0.5</Lifetime>
</c:Lifetime>
<c:ExplosionEffect>
<ExplosionOrigin X="0" Y="0.113000005" Z="-0.430000007"/>
<ExplosionDuration>0.5</ExplosionDuration>
<EndColor A="0" B="3.92156863" G="0.545098066" R="1"/>
<Randomness>true</Randomness>
</c:ExplosionEffect>
<c:Model>
<GlowIntensity>1.5</GlowIntensity>
<Resource>Models/Weapons/Red/SecondaryWeaponRed.mesh</Resource>
<Shadow>false</Shadow>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+7 -2
View File
@@ -50,21 +50,26 @@ Source: "..\..\bin\Schema\*"; DestDir: "{app}\Schema\"; Flags: ignoreversion cre
Source: "..\..\bin\Shaders\*"; DestDir: "{app}\Shaders\"; Flags: ignoreversion createallsubdirs recursesubdirs Source: "..\..\bin\Shaders\*"; DestDir: "{app}\Shaders\"; Flags: ignoreversion createallsubdirs recursesubdirs
Source: "..\..\bin\Textures\*"; DestDir: "{app}\Textures\"; Flags: ignoreversion createallsubdirs recursesubdirs Source: "..\..\bin\Textures\*"; DestDir: "{app}\Textures\"; Flags: ignoreversion createallsubdirs recursesubdirs
Source: "..\..\bin\assimp.dll"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\bin\assimp.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\DefaultConfig.ini"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\resources\DefaultConfig.ini"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\DefaultInput.ini"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\resources\DefaultInput.ini"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\glew32.dll"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\bin\glew32.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\glfw3.dll"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\bin\glfw3.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\OpenAL32.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\imgui.ini"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\bin\imgui.ini"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\Input.ini"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\bin\Input.ini"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\libpng16.dll"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\bin\libpng16.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\Axyz.exe"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\bin\Axyz.exe"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\Server.bat"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\xerces-c_3_1.dll"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\bin\xerces-c_3_1.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\zlib.dll"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\bin\zlib.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\resources\README.txt"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\deps\redist\VC_redist.x64.exe"; DestDir: "{tmp}"; Flags: deleteafterinstall Source: "..\..\deps\redist\VC_redist.x64.exe"; DestDir: "{tmp}"; Flags: deleteafterinstall
[Icons] [Icons]
Name: "{commonprograms}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}" Name: "{commonprograms}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"
Name: "{commondesktop}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"; Tasks: desktopicon Name: "{commondesktop}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"; Tasks: desktopicon
Name: "{commonprograms}\{#MyAppName} Server"; Filename: "{app}\{#MyAppExeName}"; Parameters: "--server"
Name: "{commondesktop}\{#MyAppName} Server"; Filename: "{app}\{#MyAppExeName}"; Parameters: "--server"; Tasks: desktopicon
[INI] [INI]
Filename: "{app}\Config.ini"; Section: "Networking"; Key: "Name"; String: "{%USERNAME}"; Flags: createkeyifdoesntexist Filename: "{app}\Config.ini"; Section: "Networking"; Key: "Name"; String: "{%USERNAME}"; Flags: createkeyifdoesntexist
+5 -8
View File
@@ -1,7 +1,10 @@
#version 430 #version 430
#include "Shaders/Util/CommonNormalFunc.glsl"
#define MIN_AMBIENT_LIGHT 0.3 #define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4 #define MAX_SPLITS 4
uniform mat4 M; uniform mat4 M;
uniform mat4 V; uniform mat4 V;
uniform mat4 P; uniform mat4 P;
@@ -16,6 +19,7 @@ uniform vec3 CameraPosition;
uniform int SSAOQuality; uniform int SSAOQuality;
uniform float FarDistance[MAX_SPLITS]; uniform float FarDistance[MAX_SPLITS];
uniform int NormalTextureType;
uniform vec2 DiffuseUVRepeat; uniform vec2 DiffuseUVRepeat;
uniform vec2 NormalUVRepeat; uniform vec2 NormalUVRepeat;
uniform vec2 SpecularUVRepeat; uniform vec2 SpecularUVRepeat;
@@ -139,13 +143,6 @@ LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensi
return result; return result;
} }
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
{
mat3 TBN = mat3(tangent, bitangent, normal);
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
return vec4(TBN * normalize(NormalMap), 0.0);
}
// Returns a "random" value. // Returns a "random" value.
float Random(vec3 seed, int i) float Random(vec3 seed, int i)
{ {
@@ -301,7 +298,7 @@ void main()
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat); vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat); vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat); vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture); vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture, NormalTextureType);
normal = normalize(normal); normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); //vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-Input.ViewSpacePosition); vec4 viewVec = normalize(-Input.ViewSpacePosition);
@@ -1,5 +1,7 @@
#version 430 #version 430
#include "Shaders/Util/CommonNormalFunc.glsl"
#define MIN_AMBIENT_LIGHT 0.3 #define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4 #define MAX_SPLITS 4
@@ -17,6 +19,7 @@ uniform float GlowIntensity;
uniform vec3 CameraPosition; uniform vec3 CameraPosition;
uniform int SSAOQuality; uniform int SSAOQuality;
uniform int NormalTextureType;
uniform vec2 DiffuseUVRepeat; uniform vec2 DiffuseUVRepeat;
uniform vec2 NormalUVRepeat; uniform vec2 NormalUVRepeat;
uniform vec2 SpecularUVRepeat; uniform vec2 SpecularUVRepeat;
@@ -122,13 +125,6 @@ LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensi
return result; return result;
} }
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
{
mat3 TBN = mat3(tangent, bitangent, normal);
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
return vec4(TBN * normalize(NormalMap), 0.0);
}
void main() void main()
{ {
float shieldDepthValue = texelFetch(ShieldBuffer, ivec2(gl_FragCoord.xy), 0).r; float shieldDepthValue = texelFetch(ShieldBuffer, ivec2(gl_FragCoord.xy), 0).r;
@@ -142,7 +138,7 @@ void main()
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat); vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat); vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat); vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture); vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture, NormalTextureType);
normal = normalize(normal); normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); //vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-Input.ViewSpacePosition); vec4 viewVec = normalize(-Input.ViewSpacePosition);
@@ -1,5 +1,7 @@
#version 430 #version 430
#include "Shaders/Util/CommonNormalFunc.glsl"
#define MIN_AMBIENT_LIGHT 0.3 #define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4 #define MAX_SPLITS 4
uniform mat4 M; uniform mat4 M;
@@ -18,6 +20,10 @@ layout (binding = 0) uniform sampler2D AOTexture;
layout (binding = 30) uniform sampler2DArrayShadow DepthMap; layout (binding = 30) uniform sampler2DArrayShadow DepthMap;
//Get bineded at the same time as the textures //Get bineded at the same time as the textures
uniform int NormalTextureType1;
uniform int NormalTextureType2;
uniform int NormalTextureType3;
uniform vec2 DiffuseUVRepeat1; uniform vec2 DiffuseUVRepeat1;
uniform vec2 DiffuseUVRepeat2; uniform vec2 DiffuseUVRepeat2;
uniform vec2 DiffuseUVRepeat3; uniform vec2 DiffuseUVRepeat3;
@@ -181,11 +187,12 @@ vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
} }
vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){ vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues,
int R_TextureType, int G_TextureType, int B_TextureType) {
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal); mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
vec3 R_Channel = texture(R, Input.TextureCoordinate * R_TileValues).xyz * 2.0 - vec3(1.0); vec3 R_Channel = NormalMapValue(Input.TextureCoordinate * R_TileValues, R, R_TextureType);
vec3 G_Channel = texture(G, Input.TextureCoordinate * G_TileValues).xyz * 2.0 - vec3(1.0); vec3 G_Channel = NormalMapValue(Input.TextureCoordinate * G_TileValues, G, G_TextureType);
vec3 B_Channel = texture(B, Input.TextureCoordinate * B_TileValues).xyz * 2.0 - vec3(1.0); vec3 B_Channel = NormalMapValue(Input.TextureCoordinate * B_TileValues, B, B_TextureType);
float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a; float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
float totalDiv = 1 / total; float totalDiv = 1 / total;
@@ -363,7 +370,8 @@ void main()
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3); SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture); //vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3, vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3); NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3,
NormalTextureType1, NormalTextureType2, NormalTextureType3);
normal = normalize(normal); normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); //vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-Input.ViewSpacePosition); vec4 viewVec = normalize(-Input.ViewSpacePosition);
@@ -1,5 +1,7 @@
#version 430 #version 430
#include "Shaders/Util/CommonNormalFunc.glsl"
#define MIN_AMBIENT_LIGHT 0.3 #define MIN_AMBIENT_LIGHT 0.3
#define MAX_SPLITS 4 #define MAX_SPLITS 4
uniform mat4 M; uniform mat4 M;
@@ -14,6 +16,10 @@ uniform vec4 AmbientColor;
uniform int SSAOQuality; uniform int SSAOQuality;
//Get bineded at the same time as the textures //Get bineded at the same time as the textures
uniform int NormalTextureType1;
uniform int NormalTextureType2;
uniform int NormalTextureType3;
uniform vec2 DiffuseUVRepeat1; uniform vec2 DiffuseUVRepeat1;
uniform vec2 DiffuseUVRepeat2; uniform vec2 DiffuseUVRepeat2;
uniform vec2 DiffuseUVRepeat3; uniform vec2 DiffuseUVRepeat3;
@@ -160,11 +166,12 @@ vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
} }
vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B, vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){ vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues,
int R_TextureType, int G_TextureType, int B_TextureType) {
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal); mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
vec3 R_Channel = texture(R, Input.TextureCoordinate * R_TileValues).xyz * 2.0 - vec3(1.0); vec3 R_Channel = NormalMapValue(Input.TextureCoordinate * R_TileValues, R, R_TextureType);
vec3 G_Channel = texture(G, Input.TextureCoordinate * G_TileValues).xyz * 2.0 - vec3(1.0); vec3 G_Channel = NormalMapValue(Input.TextureCoordinate * G_TileValues, G, G_TextureType);
vec3 B_Channel = texture(B, Input.TextureCoordinate * B_TileValues).xyz * 2.0 - vec3(1.0); vec3 B_Channel = NormalMapValue(Input.TextureCoordinate * B_TileValues, B, B_TextureType);
float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a; float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
float totalDiv = 1 / total; float totalDiv = 1 / total;
@@ -194,7 +201,8 @@ void main()
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3); SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture); //vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3, vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3); NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3,
NormalTextureType1, NormalTextureType2, NormalTextureType3);
normal = normalize(normal); normal = normalize(normal);
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); //vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
vec4 viewVec = normalize(-Input.ViewSpacePosition); vec4 viewVec = normalize(-Input.ViewSpacePosition);
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+11 -1
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@@ -176,6 +176,9 @@ void Client::parseMessageType(Packet& packet)
case MessageType::KD: case MessageType::KD:
parseKDEvent(packet); parseKDEvent(packet);
break; break;
case MessageType::Win:
parseWin(packet);
break;
default: default:
break; break;
} }
@@ -222,7 +225,7 @@ void Client::parsePing()
m_IsConnected = true; m_IsConnected = true;
// Time since last ping was received // Time since last ping was received
m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC); m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
LOG_INFO("%i: response time with ctime(ms): %f", m_PacketID, m_DurationOfPingTime); //LOG_INFO("%i: response time with ctime(ms): %f", m_PacketID, m_DurationOfPingTime);
m_StartPingTime = std::clock(); m_StartPingTime = std::clock();
Packet packet(MessageType::Ping, m_SendPacketID); Packet packet(MessageType::Ping, m_SendPacketID);
@@ -376,6 +379,13 @@ void Client::parseKDEvent(Packet & packet)
m_EventBroker->Publish(e); m_EventBroker->Publish(e);
} }
void Client::parseWin(Packet& packet)
{
Events::Win e;
e.TeamThatWon = packet.ReadPrimitive<int>();
m_EventBroker->Publish(e);
}
void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID) void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID)
{ {
for (auto field : componentInfo.FieldsInOrder) { for (auto field : componentInfo.FieldsInOrder) {
+4 -1
View File
@@ -609,6 +609,9 @@ bool Server::OnWin(const Events::Win & e)
{ {
// Postpone the gameover reset // Postpone the gameover reset
m_GameIsOver = true; m_GameIsOver = true;
Packet winPacket = Packet(MessageType::Win);
winPacket.WritePrimitive(e.TeamThatWon);
reliableBroadcast(winPacket);
return true; return true;
} }
@@ -744,7 +747,7 @@ void Server::resetMap()
reliableBroadcast(removeMap); reliableBroadcast(removeMap);
removeWorld(); removeWorld();
// Hardcoded for now. // Hardcoded for now.
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/CP_Rocky2.xml"); auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/CP_Valhalla.xml");
entityFile->MergeInto(m_World); entityFile->MergeInto(m_World);
Packet newWorld(MessageType::Snapshot); Packet newWorld(MessageType::Snapshot);
createWorldSnapshot(newWorld); createWorldSnapshot(newWorld);
+12 -5
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@@ -11,7 +11,7 @@ void CubeMapPass::LoadTextures(std::string cubemapName)
if (m_PreviusCubeMapTexture != cubemapName) { if (m_PreviusCubeMapTexture != cubemapName) {
m_CubeMapTextures.clear(); m_CubeMapTextures.clear();
for (int i = 0; i < 6; i++) { for (int i = 0; i < 6; i++) {
std::string path = "Textures/Test/CubeMap/" + cubemapName + "/CubeMapTest0" + std::to_string(i) + ".png"; std::string path = "Textures/Test/CubeMap/" + cubemapName + "/CubeMapTest0" + std::to_string(i) + ".dds";
m_CubeMapTextures.push_back(path); m_CubeMapTextures.push_back(path);
} }
GenerateCubeMapTexture(); GenerateCubeMapTexture();
@@ -21,15 +21,22 @@ void CubeMapPass::LoadTextures(std::string cubemapName)
void CubeMapPass::GenerateCubeMapTexture() void CubeMapPass::GenerateCubeMapTexture()
{ {
if (m_CubeMapTexture == -1) { if (m_CubeMapTexture == 0) {
glGenTextures(1, &m_CubeMapTexture); glGenTextures(1, &m_CubeMapTexture);
} }
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapTexture); glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapTexture);
for (int i = 0; i < 6; i++) { for (int i = 0; i < 6; i++) {
PNG* img = ResourceManager::Load<PNG>(m_CubeMapTextures[i]); DDS* img = ResourceManager::Load<DDS>(m_CubeMapTextures[i]);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA32F, img->Width, img->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img->Data); std::size_t bpe = 16;
ResourceManager::Release("PNG", m_CubeMapTextures[i]); std::size_t numBlocksWide = std::max<std::size_t>(1, (img->Width + 3) / 4);
std::size_t numBlocksHigh = std::max<std::size_t>(1, (img->Height + 3) / 4);
std::size_t rowBytes = numBlocksWide * bpe;
std::size_t numRows = numBlocksHigh;
std::size_t numBytes = rowBytes * numBlocksHigh;
glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, img->Width, img->Height, 0, numBytes, img->Data);
//glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA32F, img->Width, img->Height, 0, GL_COMPRESSED_RGBA, GL_UNSIGNED_BYTE, img->Data);
ResourceManager::Release("DDS", m_CubeMapTextures[i]);
} }
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+121
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@@ -0,0 +1,121 @@
#include "Rendering/DDS.h"
DDS::DDS(std::string path)
{
std::ifstream in(path.c_str(), std::ios_base::binary | std::ios_base::ate);
if (!in.is_open()) {
throw Resource::FailedLoadingException("Failed to open file.");
}
unsigned int fileSize = static_cast<unsigned int>(in.tellg());
in.seekg(0, std::ios_base::beg);
if (fileSize < sizeof(MagicNumber) + sizeof(DDS::Header_t)) {
throw Resource::FailedLoadingException("Invalid DDS file; not even big enough to contain the DDS header!");
}
// Read magic number
uint32_t magicNumber;
in.read(reinterpret_cast<char*>(&magicNumber), sizeof(MagicNumber));
if (magicNumber != DDS::MagicNumber) {
throw Resource::FailedLoadingException("Invalid DDS file; magic number doesn't match.");
}
// Read header
in.read(reinterpret_cast<char*>(&m_Header), sizeof(DDS::Header_t));
// Validate header
if (m_Header.Size != sizeof(DDS::Header_t) || m_Header.PixelFormat.Size != sizeof(DDS::Header_t::PixelFormat_t)) {
throw Resource::FailedLoadingException("Corrupt DDS file; header size doesn't match!");
}
// Make sure it's DC3 (DXT5)
char format[5];
memcpy(&format, &m_Header.PixelFormat.FourCC, 4);
format[4] = '\0';
if (strcmp(format, "DXT5")) {
std::stringstream ss;
ss << "Invalid DDS file; Unsupported compression format \"" << format << "\"";
throw Resource::FailedLoadingException(ss.str().c_str());
}
this->Width = m_Header.Width;
this->Height = m_Header.Height;
this->Format = Image::ImageFormat::RGBA;
this->Compressed = true;
if (m_Header.MipMapCount != 0) {
this->MipMapLevels = m_Header.MipMapCount - 1;
}
// Read data
std::size_t dataSize = fileSize - sizeof(MagicNumber) - sizeof(DDS::Header_t);
this->Data = new unsigned char[dataSize];
this->ByteSize = dataSize;
in.read(reinterpret_cast<char*>(this->Data), dataSize);
// Flip!
unsigned int w = this->Width;
unsigned int h = this->Height;
unsigned char* mipMapData = this->Data;
for (unsigned int i = 0; i < this->MipMapLevels; ++i) {
std::size_t bpe = 16;
std::size_t numBlocksWide = std::max<std::size_t>(1, (w + 3) / 4);
std::size_t numBlocksHigh = std::max<std::size_t>(1, (h + 3) / 4);
std::size_t rowBytes = numBlocksWide * bpe;
std::size_t numRows = numBlocksHigh;
std::size_t numBytes = rowBytes * numBlocksHigh;
FlipY(mipMapData, rowBytes, numBytes, numBlocksWide);
w = w >> 1;
h = h >> 1;
mipMapData += numBytes;
}
}
DDS::~DDS()
{
if (this->Data != nullptr) {
delete[] this->Data;
this->Data = nullptr;
}
}
void DDS::FlipY(unsigned char* data, std::size_t rowBytes, std::size_t totalSize, std::size_t numBlocksWide)
{
std::size_t height = totalSize / rowBytes;
unsigned char* topLine = data;
unsigned char* bottomLine = data + (height - 1) * rowBytes;
for (std::size_t line = 0; line < height / 2; ++line) {
Block_t* topBlocks = reinterpret_cast<Block_t*>(topLine);
Block_t* bottomBlocks = reinterpret_cast<Block_t*>(bottomLine);
for (std::size_t block = 0; block < numBlocksWide; ++block) {
flipBlock(&topBlocks[block]);
flipBlock(&bottomBlocks[block]);
std::swap(topBlocks[block], bottomBlocks[block]);
}
topLine += rowBytes;
bottomLine -= rowBytes;
}
}
void DDS::flipBlock(Block_t* block)
{
// Extract both rows of pixel Data into a 32 bit sized values.
uint32_t pixelRow0 = block->Alpha.Data[0] + ((block->Alpha.Data[1] + (block->Alpha.Data[2] << 8)) << 8);
uint32_t pixelRow1 = block->Alpha.Data[3] + ((block->Alpha.Data[4] + (block->Alpha.Data[5] << 8)) << 8);
// Swap the extracted row Data. These values will be read from and shifted into the final block locations.
uint32_t pixelRow0Swapped = ((pixelRow0 & 0x000fff) << 12) | ((pixelRow0 & 0xfff000) >> 12);
uint32_t pixelRow1Swapped = ((pixelRow1 & 0x000fff) << 12) | ((pixelRow1 & 0xfff000) >> 12);
// Swapped Data from row 1 is written
block->Alpha.Data[0] = static_cast<uint8_t>(pixelRow1Swapped & 0x0000ff);
block->Alpha.Data[1] = static_cast<uint8_t>((pixelRow1Swapped & 0x00ff00) >> 8);
block->Alpha.Data[2] = static_cast<uint8_t>((pixelRow1Swapped & 0xff0000) >> 16);
// Swapped Data from row 0 is written
block->Alpha.Data[3] = static_cast<uint8_t>(pixelRow0Swapped & 0x0000ff);
block->Alpha.Data[4] = static_cast<uint8_t>((pixelRow0Swapped & 0x00ff00) >> 8);
block->Alpha.Data[5] = static_cast<uint8_t>((pixelRow0Swapped & 0xff0000) >> 16);
std::swap(block->Data.Data[0], block->Data.Data[3]);
std::swap(block->Data.Data[1], block->Data.Data[2]);
}
+22 -13
View File
@@ -1523,10 +1523,12 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) { if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture); glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat)); glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
glUniform1i(glGetUniformLocation(shaderHandle, "NormalTextureType"), job->NormalTexture[0]->Texture->m_Type);
} }
else { else {
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture); glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f))); glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
glUniform1i(glGetUniformLocation(shaderHandle, "NormalTextureType"), m_NeutralNormalTexture->m_Type);
} }
glActiveTexture(GL_TEXTURE3); glActiveTexture(GL_TEXTURE3);
@@ -1579,10 +1581,12 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) { if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture); glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->NormalTexture[i]->UVRepeat)); glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->NormalTexture[i]->UVRepeat));
glUniform1i(glGetUniformLocation(shaderHandle, "NormalTextureType"), job->NormalTexture[0]->Texture->m_Type);
} }
else { else {
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture); glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f))); glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
glUniform1i(glGetUniformLocation(shaderHandle, "NormalTextureType"), m_NeutralNormalTexture->m_Type);
} }
texturePosition++; texturePosition++;
} }
@@ -1641,10 +1645,12 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) { if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture); glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat)); glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
glUniform1i(glGetUniformLocation(shaderHandle, "NormalTextureType"), job->NormalTexture[0]->Texture->m_Type);
} }
else { else {
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture); glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f))); //glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
glUniform1i(glGetUniformLocation(shaderHandle, "NormalTextureType"), m_NeutralNormalTexture->m_Type);
} }
glActiveTexture(GL_TEXTURE3); glActiveTexture(GL_TEXTURE3);
@@ -1676,57 +1682,60 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
int texturePosition = GL_TEXTURE2; int texturePosition = GL_TEXTURE2;
//Bind 5 diffuse textures //Bind 5 diffuse textures
std::string UniformName = "DiffuseUVRepeat"; std::string UVRepeatName = "DiffuseUVRepeat";
for (unsigned int i = 0; i < 3; i++) { for (unsigned int i = 0; i < 3; i++) {
glActiveTexture(texturePosition); glActiveTexture(texturePosition);
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) { if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture); glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->DiffuseTexture[i]->UVRepeat)); glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UVRepeatName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->DiffuseTexture[i]->UVRepeat));
} else { } else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture); glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f))); glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UVRepeatName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
} }
texturePosition++; texturePosition++;
} }
//Bind 5 Normal textures //Bind 5 Normal textures
UniformName = "NormalUVRepeat"; std::string textureType = "NormalTextureType";
UVRepeatName = "NormalUVRepeat";
for (unsigned int i = 0; i < 3; i++) { for (unsigned int i = 0; i < 3; i++) {
glActiveTexture(texturePosition); glActiveTexture(texturePosition);
if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) { if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture); glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->NormalTexture[i]->UVRepeat)); glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UVRepeatName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->NormalTexture[i]->UVRepeat));
glUniform1i(glGetUniformLocation(shaderHandle, std::string(textureType + ((char)(i + '1'))).c_str()), job->NormalTexture[i]->Texture->m_Type);
} else { } else {
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture); glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f))); glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UVRepeatName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
glUniform1i(glGetUniformLocation(shaderHandle, std::string(textureType + ((char)(i + '1'))).c_str()), m_NeutralNormalTexture->m_Type);
} }
texturePosition++; texturePosition++;
} }
//Bind 5 Specular textures //Bind 5 Specular textures
UniformName = "SpecularUVRepeat"; UVRepeatName = "SpecularUVRepeat";
for (unsigned int i = 0; i < 3; i++) { for (unsigned int i = 0; i < 3; i++) {
glActiveTexture(texturePosition); glActiveTexture(texturePosition);
if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) { if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture); glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->SpecularTexture[i]->UVRepeat)); glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UVRepeatName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->SpecularTexture[i]->UVRepeat));
} else { } else {
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture); glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f))); glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UVRepeatName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
} }
texturePosition++; texturePosition++;
} }
//Bind 5 Incandescence textures //Bind 5 Incandescence textures
UniformName = "GlowUVRepeat"; UVRepeatName = "GlowUVRepeat";
for (unsigned int i = 0; i < 3; i++) { for (unsigned int i = 0; i < 3; i++) {
glActiveTexture(texturePosition); glActiveTexture(texturePosition);
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) { if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture); glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->IncandescenceTexture[i]->UVRepeat)); glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UVRepeatName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->IncandescenceTexture[i]->UVRepeat));
} else { } else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture); glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f))); glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UVRepeatName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
} }
texturePosition++; texturePosition++;
} }
+2 -2
View File
@@ -96,10 +96,10 @@ PNG::~PNG()
void PNG::pngErrorFunction(png_structp png_ptr, png_const_charp error_msg) void PNG::pngErrorFunction(png_structp png_ptr, png_const_charp error_msg)
{ {
LOG_WARNING("%s", error_msg); LOG_WARNING("libpng error: %s", error_msg);
} }
void PNG::pngWarningFunction(png_structp png_ptr, png_const_charp warning_msg) void PNG::pngWarningFunction(png_structp png_ptr, png_const_charp warning_msg)
{ {
LOG_WARNING("%s", warning_msg); LOG_WARNING("libpng warning: %s", warning_msg);
} }
+1 -1
View File
@@ -287,7 +287,7 @@ void RawModelCustom::ReadMaterialTextureProperties(RawModelCustom::TextureProper
} }
texture.TexturePath = "Textures/"; texture.TexturePath = "Textures/";
texture.TexturePath += (fileData + offset); texture.TexturePath += (fileData + offset);
texture.TexturePath += ".png"; texture.TexturePath += ".dds";
offset += nameLength; offset += nameLength;
if (offset + sizeof(glm::vec2) > fileByteSize) { if (offset + sizeof(glm::vec2) > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material texture UVTiling failed"); throw Resource::FailedLoadingException("Reading Material texture UVTiling failed");
+5 -1
View File
@@ -75,7 +75,7 @@ void Renderer::InitializeWindow()
//glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits); //glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
//glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate); //glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
glfwWindowHint(GLFW_DECORATED, false); glfwWindowHint(GLFW_DECORATED, false);
glfwWindowHint(GLFW_AUTO_ICONIFY, false); //glfwWindowHint(GLFW_AUTO_ICONIFY, false);
} }
//glfwWindowHint(GLFW_SAMPLES, 8); //glfwWindowHint(GLFW_SAMPLES, 8);
@@ -167,17 +167,21 @@ void Renderer::Draw(RenderFrame& frame)
{ {
GLERROR("PRE"); GLERROR("PRE");
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
#ifdef DEBUG
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion\0Combined Scene Texture\0Full Blurred Texture"); ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion\0Combined Scene Texture\0Full Blurred Texture");
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)"); ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
#endif
if(m_CubeMapTexture == 0) { if(m_CubeMapTexture == 0) {
m_CubeMapPass->LoadTextures("Nevada"); m_CubeMapPass->LoadTextures("Nevada");
} else if (m_CubeMapTexture == 1) { } else if (m_CubeMapTexture == 1) {
m_CubeMapPass->LoadTextures("Sky"); m_CubeMapPass->LoadTextures("Sky");
} }
#ifdef DEBUG
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3); ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3); ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
ImGui::SliderInt("MSAA Level", (int*)&m_MSAA_Level, 0, 16); ImGui::SliderInt("MSAA Level", (int*)&m_MSAA_Level, 0, 16);
#endif
m_SSAOPass->ChangeQuality(m_SSAO_Quality); m_SSAOPass->ChangeQuality(m_SSAO_Quality);
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality); m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
m_DrawFinalPass->setMSAA(m_MSAA_Level); m_DrawFinalPass->setMSAA(m_MSAA_Level);
+2
View File
@@ -25,11 +25,13 @@ ShadowPass::~ShadowPass()
void ShadowPass::DebugGUI() void ShadowPass::DebugGUI()
{ {
#ifdef DEBUG
ImGui::Checkbox("EnableShadows", &m_EnableShadows); ImGui::Checkbox("EnableShadows", &m_EnableShadows);
ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f); ImGui::DragFloat2("ShadowMapNearFar", m_NearFarPlane, 1.f, -1000.f, 1000.f);
ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f); ImGui::DragFloat("ShadowClippingWeight", &m_SplitWeight, 0.001f, 0.f, 1.f);
ImGui::Checkbox("ShadowTransparentObjects", &m_TransparentObjects); ImGui::Checkbox("ShadowTransparentObjects", &m_TransparentObjects);
ImGui::Checkbox("ShadowOnTextureAlphas", &m_TexturedShadows); ImGui::Checkbox("ShadowOnTextureAlphas", &m_TexturedShadows);
#endif
} }
void ShadowPass::InitializeCameras(RenderScene & scene) void ShadowPass::InitializeCameras(RenderScene & scene)
+58 -9
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@@ -2,11 +2,21 @@
Texture::Texture(std::string path) Texture::Texture(std::string path)
{ {
PNG* img = ResourceManager::Load<PNG, true>(path); //TODO: Make this threaded. Catch exeptions in all other load places. std::string ext = boost::filesystem::path(path).extension().string();
Image* img;
if (ext == ".png") {
img = ResourceManager::Load<PNG, true>(path);
m_Type = TextureType::cPNG;
} else if (ext == ".dds") {
img = ResourceManager::Load<DDS, true>(path);
m_Type = TextureType::cDDS;
} else {
m_Type = TextureType::cInvalid;
throw Resource::FailedLoadingException("Texture extension is not .png nor .dds");
}
this->Width = img->Width; this->Width = img->Width;
this->Height = img->Height; this->Height = img->Height;
this->Data = img->Data;
GLint format; GLint format;
switch (img->Format) { switch (img->Format) {
@@ -17,20 +27,59 @@ Texture::Texture(std::string path)
format = GL_RGBA; format = GL_RGBA;
break; break;
} }
//Master hade PNG release here...
// Construct the OpenGL texture // Construct the OpenGL texture
glGenTextures(1, &m_Texture); glGenTextures(1, &m_Texture);
glBindTexture(GL_TEXTURE_2D, m_Texture); glBindTexture(GL_TEXTURE_2D, m_Texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, format, img->Width, img->Height, 0, format, GL_UNSIGNED_BYTE, img->Data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLERROR("Texture load"); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
if (!img->Compressed) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
}
unsigned int w = img->Width;
unsigned int h = img->Width;
unsigned char* data = img->Data;
for (int mipLevel = 0; mipLevel < 1 + img->MipMapLevels; mipLevel++) {
if (img->Compressed) {
//LOG_DEBUG("mipLevel: %i", mipLevel);
//LOG_DEBUG("w: %i", w);
//LOG_DEBUG("h: %i", h);
ResourceManager::Release("PNG", path); std::size_t bpe = 16;
std::size_t numBlocksWide = std::max<std::size_t>(1, (w + 3) / 4);
std::size_t numBlocksHigh = std::max<std::size_t>(1, (h + 3) / 4);
std::size_t rowBytes = numBlocksWide * bpe;
std::size_t numRows = numBlocksHigh;
std::size_t numBytes = rowBytes * numBlocksHigh;
//LOG_DEBUG("numBytes: %i", numBytes);
glCompressedTexImage2D(GL_TEXTURE_2D, mipLevel, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, w, h, 0, numBytes, data);
data += numBytes;
} else {
glTexImage2D(GL_TEXTURE_2D, mipLevel, format, img->Width, img->Height, 0, format, GL_UNSIGNED_BYTE, img->Data);
}
w = w >> 1;
h = h >> 1;
}
//LOG_DEBUG("REMAINDER: %i", img->ByteSize - (data - img->Data));
// Generate mipmaps if the image file doesn't contain them
if (img->MipMapLevels == 0) {
glGenerateMipmap(GL_TEXTURE_2D);
}
if (ext == ".png") {
ResourceManager::Release("PNG", path);
} else if (ext == ".dds") {
ResourceManager::Release("DDS", path);
}
if (GLERROR("Texture load")) {
throw Resource::FailedLoadingException("GL texture generation failed");
}
} }
Texture::~Texture() Texture::~Texture()
+13
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@@ -417,6 +417,14 @@ bool SoundManager::OnSetCamera(const Events::SetCamera& e)
alSourcei(m_CurrentBGMCombo->ALsource, AL_LOOPING, 1); alSourcei(m_CurrentBGMCombo->ALsource, AL_LOOPING, 1);
setGain(m_CurrentBGMCombo, 0); setGain(m_CurrentBGMCombo, 0);
playSound(m_CurrentBGMCombo); playSound(m_CurrentBGMCombo);
} else if (m_World->HasComponent(e.CameraEntity.ID, "EndScreen")) {
float timeOffset = getTimeOffsetSeconds(m_CurrentBGM);
stopSound(m_CurrentBGM);
m_CurrentBGM = createSource("Audio/BGM/Layer3.wav");
m_CurrentBGM->Type = SoundType::BGM;
alSourcei(m_CurrentBGM->ALsource, AL_LOOPING, 1);
playSound(m_CurrentBGM);
setTimeOffsetSeconds(m_CurrentBGM, timeOffset);
} }
} }
@@ -477,6 +485,11 @@ float SoundManager::getTimeOffsetSeconds(Source* source)
return time; return time;
} }
void SoundManager::setTimeOffsetSeconds(Source * source, float timeOffset)
{
alSourcef(source->ALsource, AL_SEC_OFFSET, timeOffset);
}
void SoundManager::initOpenAL() void SoundManager::initOpenAL()
{ {
// Initialize OpenAL // Initialize OpenAL
+2 -1
View File
@@ -54,8 +54,9 @@ Game::Game(int argc, char* argv[])
ResourceManager::RegisterType<Model>("Model"); ResourceManager::RegisterType<Model>("Model");
ResourceManager::RegisterType<RawModel>("RawModel"); ResourceManager::RegisterType<RawModel>("RawModel");
ResourceManager::RegisterType<Texture>("Texture"); ResourceManager::RegisterType<Texture>("Texture");
ResourceManager::RegisterType<TextureSprite>("TextureSprite");
ResourceManager::RegisterType<PNG>("PNG"); ResourceManager::RegisterType<PNG>("PNG");
ResourceManager::RegisterType<TextureSprite>("TextureSprite");
ResourceManager::RegisterType<DDS>("DDS");
ResourceManager::RegisterType<ShaderProgram>("ShaderProgram"); ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
ResourceManager::RegisterType<EntityFile>("EntityFile"); ResourceManager::RegisterType<EntityFile>("EntityFile");
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile"); ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
+138
View File
@@ -0,0 +1,138 @@
#include "Systems/HealthPickupSystem.h"
HealthPickupSystem::HealthPickupSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &HealthPickupSystem::OnTriggerTouch);
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &HealthPickupSystem::OnTriggerLeave);
}
void HealthPickupSystem::Update(double dt)
{
for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it)
{
auto& somePickup = *it;
//set the double timer value (value 3)
somePickup.DecreaseThisRespawnTimer -= dt;
if (somePickup.DecreaseThisRespawnTimer < 0.0) {
LOG_INFO("loading healthpickup xml");
//spawn and delete the vector item
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
EntityFileParser parser(entityFile);
EntityID healthPickupID = parser.MergeEntities(m_World);
LOG_INFO("finished loading healthpickup xml");
//let the world know a pickup has spawned (graphics effects, etc)
Events::PickupSpawned ePickupSpawned;
ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID);
m_EventBroker->Publish(ePickupSpawned);
LOG_INFO("event published");
//set values from the old entity to the new entity
auto& newHealthPickupEntity = EntityWrapper(m_World, healthPickupID);
LOG_INFO("healthpickup id %i", healthPickupID);
newHealthPickupEntity["Transform"]["Position"] = somePickup.Pos;
newHealthPickupEntity["HealthPickup"]["HealthGain"] = somePickup.HealthGain;
newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = somePickup.RespawnTimer;
m_World->SetParent(newHealthPickupEntity.ID, somePickup.parentID);
LOG_INFO("healthpickup parented to %i", somePickup.parentID);
//erase the current element (somePickup)
m_ETriggerTouchVector.erase(it);
break;
}
}
//still touching AmmoPickupAtMaxHealthAmmo?
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
if (!it->player.Valid()) {
LOG_INFO("player no longer valid, erasing maxPickup");
m_PickupAtMaximum.erase(it);
break;
}
if ((double)it->player["Health"]["Health"] < (double)it->player["Health"]["MaxHealth"]) {
LOG_INFO("maxhealth found in pickupmax.. yada yada");
DoPickup(it->player, it->pickup, it->trigger);
m_PickupAtMaximum.erase(it);
break;
}
}
}
bool HealthPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
{
LOG_INFO("OnTriggerTouch");
if (!e.Trigger.HasComponent("HealthPickup")) {
return false;
}
LOG_INFO("touch start");
//cant pick up healthpacks if you are already at MaxHealth
if ((double)e.Entity["Health"]["Health"] >= (double)e.Entity["Health"]["MaxHealth"]) {
LOG_INFO("triggertouch enter at maxhealth");
//push back a copy of the entitys data, rather than e.trigger. since the server might delete e.trigger before client can use it
m_PickupAtMaximum.push_back({ e.Entity,{ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["HealthPickup"]["HealthGain"],
e.Trigger["HealthPickup"]["RespawnTimer"],e.Trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) } , e.Trigger });
return false;
}
LOG_INFO("touch doing pickup");
DoPickup(e.Entity, e.Trigger);
return true;
}
bool HealthPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
//triggerleave erases possible m_PickupAtMaximum
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
if (it->trigger.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) {
LOG_INFO("trigger leave - erasing max");
m_PickupAtMaximum.erase(it);
break;
}
}
return true;
}
void HealthPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
double healthGiven = 0.01*(double)trigger["HealthPickup"]["HealthGain"] * (double)player["Health"]["MaxHealth"];
LOG_INFO("do pickup start");
//personEntered = e.Entity, thingEntered = e.Trigger
//only the server will increase the players hp and set it in the next delta
if (player.ID != LocalPlayer.ID && ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false)) {
Events::PlayerHealthPickup ePlayerHealthPickup;
ePlayerHealthPickup.HealthAmount = healthGiven;
ePlayerHealthPickup.Player = player;
m_EventBroker->Publish(ePlayerHealthPickup);
LOG_INFO("do pickup event published");
}
//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)
//we need to copy all values since each value can be different for each healthPickup
m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"] ,trigger["HealthPickup"]["HealthGain"],
trigger["HealthPickup"]["RespawnTimer"],trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) });
LOG_INFO("pickup set id to %i", trigger.ID);
//delete the healthpickup
m_World->DeleteEntity(trigger.ID);
}
//to be used with at-max-health-pickup
void HealthPickupSystem::DoPickup(EntityWrapper &player, NewHealthPickup &triggerCopy, EntityWrapper &trigger) {
double healthGiven = 0.01*triggerCopy.HealthGain * (double)player["Health"]["MaxHealth"];
LOG_INFO("do pickup start");
//only the server will increase the players hp and set it in the next delta
if (player.ID != LocalPlayer.ID && ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false)) {
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 -2
View File
@@ -25,9 +25,9 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
//if player has the boost from a defender, subtract the damage taken by StrengthOfEffect amount //if player has the boost from a defender, subtract the damage taken by StrengthOfEffect amount
auto playerBoostDefenderEntity = e.Victim.FirstChildByName("BoostDefender"); auto playerBoostDefenderEntity = e.Victim.FirstChildByName("BoostDefender");
if (playerBoostDefenderEntity.Valid()) { if (playerBoostDefenderEntity.Valid()) {
e.Damage -= (double)playerBoostDefenderEntity["BoostDefender"]["StrengthOfEffect"]; e.Damage -= (const double&)playerBoostDefenderEntity["BoostDefender"]["StrengthOfEffect"];
} }
if (health > 0) { if (health > 0 && e.Damage > 0) {
health -= e.Damage; health -= e.Damage;
if (health <= 0.0) { if (health <= 0.0) {
Events::PlayerDeath ePlayerDeath; Events::PlayerDeath ePlayerDeath;
+2
View File
@@ -135,6 +135,8 @@ bool MainMenuSystem::OnInputCommand(const Events::InputCommand& e)
OpenSubMenu(e); OpenSubMenu(e);
} else if (e.Command == "Resolution" && e.Value == 1) { } else if (e.Command == "Resolution" && e.Value == 1) {
OpenDropDown(e); OpenDropDown(e);
} else if (e.Command == "Quit" && e.Value == 1) {
exit(EXIT_FAILURE);
} }
return true; return true;
} }
+22 -19
View File
@@ -10,8 +10,7 @@ PlayerDeathSystem::PlayerDeathSystem(SystemParams params)
} }
void PlayerDeathSystem::Update(double dt) void PlayerDeathSystem::Update(double dt)
{ { }
}
bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e) bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e)
{ {
@@ -33,31 +32,35 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml"); auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityWrapper deathEffectEW = entityFile->MergeInto(m_World); EntityWrapper deathEffectEW = entityFile->MergeInto(m_World);
//components that we need from player
auto playerModel = player.FirstChildByName("PlayerModel"); auto playerModel = player.FirstChildByName("PlayerModel");
if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) { if (!playerModel.Valid()) {
if (player == LocalPlayer) { if (player == LocalPlayer) {
setSpectatorCamera(); setSpectatorCamera();
} }
return; return;
} }
auto playerEntityModel = playerModel["Model"]; if (!playerModel.HasComponent("Model")) {
auto playerEntityAnimation = playerModel["Animation"]; return;
}
//copy the data from player to explosioneffectmodel EntityWrapper deathEffect = playerModel.Clone();
playerEntityModel.Copy(deathEffectEW["Model"]); for (auto& cAnim : deathEffect.ChildrenWithComponent("Animation")) {
playerEntityAnimation.Copy(deathEffectEW["Animation"]); cAnim["Animation"]["Play"] = false;
}
//copy the models position,orientation deathEffect.AttachComponent("ExplosionEffect");
deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"]; deathEffectEW["ExplosionEffect"].Copy(deathEffect["ExplosionEffect"]);
deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"]; deathEffect.AttachComponent("Lifetime");
//effect,camera is relative to playersPosition deathEffectEW["Lifetime"].Copy(deathEffect["Lifetime"]);
//deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0); deathEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
deathEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
for (auto& cModel : deathEffect.ChildrenWithComponent("Model")) {
EntityWrapper e(m_World, cModel.ID);
e.AttachComponent("ExplosionEffect");
deathEffectEW["ExplosionEffect"].Copy(e["ExplosionEffect"]);
}
EntityWrapper cam = deathEffectEW.FirstChildByName("Camera").Clone(deathEffect);
//camera (with lifetime) behind the player //camera (with lifetime) behind the player
if (player == LocalPlayer) { if (player == LocalPlayer) {
m_LocalPlayerDeathEffect = deathEffectEW; m_LocalPlayerDeathEffect = deathEffect;
auto cam = deathEffectEW.FirstChildByName("Camera");
Events::SetCamera eSetCamera; Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = cam; eSetCamera.CameraEntity = cam;
m_EventBroker->Publish(eSetCamera); m_EventBroker->Publish(eSetCamera);
+12
View File
@@ -202,12 +202,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
if (addSpeed > 0) { if (addSpeed > 0) {
static float accel = 15.f; static float accel = 15.f;
#ifdef DEBUG
ImGui::InputFloat("accel", &accel); ImGui::InputFloat("accel", &accel);
#endif
static float airAccel = 0.5f; static float airAccel = 0.5f;
#ifdef DEBUG
ImGui::InputFloat("airAccel", &airAccel); ImGui::InputFloat("airAccel", &airAccel);
#endif
float actualAccel = isOnGround ? accel : airAccel; float actualAccel = isOnGround ? accel : airAccel;
static float surfaceFriction = 5.f; static float surfaceFriction = 5.f;
#ifdef DEBUG
ImGui::InputFloat("surfaceFriction", &surfaceFriction); ImGui::InputFloat("surfaceFriction", &surfaceFriction);
#endif
float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction; float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction;
//if doubleTapped do Assault Dash - but only boost maximum 50.0f //if doubleTapped do Assault Dash - but only boost maximum 50.0f
float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f; float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
@@ -220,7 +226,9 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
accelerationSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"]; accelerationSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
} }
velocity += accelerationSpeed * (glm::vec3)wishDirection; velocity += accelerationSpeed * (glm::vec3)wishDirection;
#ifdef DEBUG
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x(), velocity.y(), velocity.z(), glm::length((glm::vec3)velocity)); ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x(), velocity.y(), velocity.z(), glm::length((glm::vec3)velocity));
#endif
} }
if (isOnGround) { if (isOnGround) {
@@ -336,10 +344,14 @@ void PlayerMovementSystem::updateVelocity(EntityWrapper player, double dt)
// Ground friction // Ground friction
float speed = glm::length((glm::vec3)velocity); float speed = glm::length((glm::vec3)velocity);
static float groundFriction = 7.f; static float groundFriction = 7.f;
#ifdef DEBUG
ImGui::InputFloat("groundFriction", &groundFriction); ImGui::InputFloat("groundFriction", &groundFriction);
#endif
static float airFriction = 2.f; static float airFriction = 2.f;
#ifdef DEBUG
ImGui::InputFloat("airFriction", &airFriction); ImGui::InputFloat("airFriction", &airFriction);
#endif
float friction = isOnGround ? groundFriction : airFriction; float friction = isOnGround ? groundFriction : airFriction;
if (speed > 0) { if (speed > 0) {
float drop = speed * friction * (float)dt; float drop = speed * friction * (float)dt;
+3
View File
@@ -87,6 +87,9 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
if (!e.Victim.Valid() || !e.Inflictor.Valid()) { if (!e.Victim.Valid() || !e.Inflictor.Valid()) {
return false; return false;
} }
if (e.Victim.ID != LocalPlayer.ID) {
return false;
}
auto victimTeam = m_World->GetComponent(e.Victim.ID, "Team"); auto victimTeam = m_World->GetComponent(e.Victim.ID, "Team");
auto inflictorTeam = m_World->GetComponent(e.Inflictor.ID, "Team"); auto inflictorTeam = m_World->GetComponent(e.Inflictor.ID, "Team");
if ((int)victimTeam["Team"] == (int)inflictorTeam["Team"]) { if ((int)victimTeam["Team"] == (int)inflictorTeam["Team"]) {
@@ -14,7 +14,19 @@ void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
// Start reloading automatically if at 0 mag ammo // Start reloading automatically if at 0 mag ammo
Field<int> magAmmo = cWeapon["MagazineAmmo"]; Field<int> magAmmo = cWeapon["MagazineAmmo"];
if (m_ConfigAutoReload && magAmmo <= 0) { if (m_ConfigAutoReload && magAmmo <= 0) {
OnReload(cWeapon, wi); //OnReload(cWeapon, wi);
// Send an input command instead of reloading immediately so the server
// has a chance to catch up.
if (IsClient) {
Events::InputCommand e;
e.Player = wi.Player;
e.PlayerID = -1;
e.Command = "Reload";
e.Value = 1;
m_EventBroker->Publish(e);
e.Value = 0;
m_EventBroker->Publish(e);
}
} }
// Only start reloading once we're done firing // Only start reloading once we're done firing
@@ -235,7 +247,8 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
float distance = traceRayDistance(origin, direction); float distance = traceRayDistance(origin, direction);
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner, tracerSpawner); EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner, tracerSpawner);
if (ray.Valid()) { if (ray.Valid()) {
((Field<glm::vec3>)ray["Transform"]["Scale"]).z(distance); ((Field<glm::vec3>)ray["Transform"]["Scale"]).x(distance);
((Field<glm::vec3>)ray["Transform"]["Position"]).z(-distance/2.f);
} }
} }
//MuzzleFlash //MuzzleFlash
@@ -395,9 +395,12 @@ void DefenderWeaponBehaviour::spawnTracers(ComponentWrapper cWeapon, WeaponInfo&
glm::vec3 muzzlePosition = TransformSystem::AbsolutePosition(muzzle); glm::vec3 muzzlePosition = TransformSystem::AbsolutePosition(muzzle);
glm::quat muzzleOrientation = TransformSystem::AbsoluteOrientation(muzzle); glm::quat muzzleOrientation = TransformSystem::AbsoluteOrientation(muzzle);
rayOrigin = muzzlePosition;
glm::vec3 muzzleToHit = hitPosition - muzzlePosition; glm::vec3 muzzleToHit = hitPosition - muzzlePosition;
rayOrigin = muzzlePosition + (muzzleToHit/2.f);
glm::vec3 lookVector = glm::normalize(-muzzleToHit); glm::vec3 lookVector = glm::normalize(-muzzleToHit);
float pitch = std::asin(-lookVector.y); float pitch = std::asin(-lookVector.y);
float yaw = std::atan2(lookVector.x, lookVector.z); float yaw = std::atan2(lookVector.x, lookVector.z);
@@ -459,8 +462,8 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
} }
// Temp hit decal // Temp hit decal
EntityWrapper hit = ResourceManager::Load<EntityFile>("Schema/Entities/HitTest.xml")->MergeInto(m_World); // EntityWrapper hit = ResourceManager::Load<EntityFile>("Schema/Entities/HitTest.xml")->MergeInto(m_World);
(Field<glm::vec3>)hit["Transform"]["Position"] = pick.Position; // (Field<glm::vec3>)hit["Transform"]["Position"] = pick.Position;
// Don't let us shoot ourselves in the foot somehow // Don't let us shoot ourselves in the foot somehow
if (victim == LocalPlayer) { if (victim == LocalPlayer) {
@@ -477,12 +480,17 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
// Check for friendly fire // Check for friendly fire
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) { if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
// TODO: Ammo sharing // Give boost
Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Inflictor = wi.Player;
ePlayerDamage.Victim = victim;
ePlayerDamage.Damage = 0;
m_EventBroker->Publish(ePlayerDamage);
continue; continue;
} }
damageSum[victim] += pelletDamage; damageSum[victim] += pelletDamage;
((Field<glm::vec4>)hit["Model"]["Color"]).z(1.f); // ((Field<glm::vec4>)hit["Model"]["Color"]).z(1.f);
} }
// Deal damage! // Deal damage!
@@ -493,7 +501,6 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
ePlayerDamage.Victim = kv.first; ePlayerDamage.Victim = kv.first;
ePlayerDamage.Damage = kv.second; ePlayerDamage.Damage = kv.second;
m_EventBroker->Publish(ePlayerDamage); m_EventBroker->Publish(ePlayerDamage);
LOG_DEBUG("Dealt %f damage to #%i", kv.second, kv.first.ID);
} }
} }
@@ -223,15 +223,16 @@ void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
return; return;
} }
//Tracer // Tracer
EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzleRay"); EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzleRay");
if (tracerSpawner.Valid()) { if (tracerSpawner.Valid()) {
glm::vec3 origin = TransformSystem::AbsolutePosition(tracerSpawner); glm::vec3 origin = TransformSystem::AbsolutePosition(tracerSpawner);
glm::vec3 direction = TransformSystem::AbsoluteOrientation(tracerSpawner) * glm::vec3(0, 0, -1); glm::vec3 direction = glm::quat(TransformSystem::AbsoluteOrientationEuler(tracerSpawner)) * glm::vec3(0, 0, -1);
float distance = traceRayDistance(origin, direction); float distance = traceRayDistance(origin, direction);
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner, tracerSpawner); EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner, tracerSpawner);
if (ray.Valid()) { if (ray.Valid()) {
((Field<glm::vec3>)ray["Transform"]["Scale"]).z(distance); ((Field<glm::vec3>)ray["Transform"]["Scale"]).x(distance);
((Field<glm::vec3>)ray["Transform"]["Position"]).z(-distance/2.f);
} }
} }
@@ -2,7 +2,7 @@
using boost::unit_test_framework::test_suite; using boost::unit_test_framework::test_suite;
using boost::unit_test_framework::test_case; using boost::unit_test_framework::test_case;
#include "PickupSpawnTest.h" #include "HealthPickupTest.h"
BOOST_AUTO_TEST_SUITE(PickupSpawnTestSuite) BOOST_AUTO_TEST_SUITE(PickupSpawnTestSuite)
@@ -41,7 +41,7 @@ PickupSpawnTest::PickupSpawnTest(int runTestNumber)
// Create system pipeline // Create system pipeline
m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker, false, false); m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker, false, false);
m_SystemPipeline->AddSystem<HealthSystem>(0); m_SystemPipeline->AddSystem<HealthSystem>(0);
m_SystemPipeline->AddSystem<PickupSpawnSystem>(1); m_SystemPipeline->AddSystem<HealthPickupSystem>(1);
//must register components (Components.xsd), else you cant create entities. Easiest done by loading a test xsd file //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"); auto file = ResourceManager::Load<EntityXMLFile>("Schema/Entities/HealthPickup.xml");
@@ -31,7 +31,7 @@
#include "Collision/CollisionSystem.h" #include "Collision/CollisionSystem.h"
#include "Core/EntityXMLFileWriter.h" #include "Core/EntityXMLFileWriter.h"
#include "Game/Systems/HealthSystem.h" #include "Game/Systems/HealthSystem.h"
#include "Game/Systems/PickupSpawnSystem.h" #include "Game/Systems/HealthPickupSystem.h"
#include "Core/ResourceManager.h" #include "Core/ResourceManager.h"
@@ -56,9 +56,9 @@ private:
EntityID m_PlayerID, m_HealthPickupID; EntityID m_PlayerID, m_HealthPickupID;
int m_RunTestNumber; int m_RunTestNumber;
EventRelay<PickupSpawnSystem, Events::PlayerHealthPickup> m_HP; EventRelay<HealthPickupSystem, Events::PlayerHealthPickup> m_HP;
bool OnHealthPickup(Events::PlayerHealthPickup& e); bool OnHealthPickup(Events::PlayerHealthPickup& e);
EventRelay<PickupSpawnSystem, Events::PickupSpawned> m_PS; EventRelay<HealthPickupSystem, Events::PickupSpawned> m_PS;
bool OnPickupSpawned(Events::PickupSpawned& e); bool OnPickupSpawned(Events::PickupSpawned& e);
bool m_TestStage1Success = false; bool m_TestStage1Success = false;