Compare commits

...

219 Commits

Author SHA1 Message Date
verysecrethero a20ef0504a Revert "Merge remote-tracking branch 'origin/master' into SniperSprint"
This reverts commit 62653cf65d, reversing
changes made to b81bb9eeea.
2016-03-02 16:58:24 +01:00
verysecrethero 4e68f9063b Revert "Merge remote-tracking branch 'origin/master' into SniperSprint"
This reverts commit dbef995627, reversing
changes made to 62653cf65d.
2016-03-02 16:55:56 +01:00
verysecrethero dbef995627 Merge remote-tracking branch 'origin/master' into SniperSprint 2016-03-02 16:50:09 +01:00
Joachim Pettersson f8f4b4d939 Merge pull request #151 from teamfisk/CPArrow
CapturePoint indicator HUD
2016-03-02 16:48:52 +01:00
verysecrethero 62653cf65d Merge remote-tracking branch 'origin/master' into SniperSprint
# Conflicts:
#	include/Engine/Input/FirstPersonInputController.h
#	src/Game/Game.cpp
2016-03-02 16:47:43 +01:00
Tleety 78835f95d8 Removed comment 2016-03-02 16:47:30 +01:00
Tobias Dahl 8a66b1e5c8 Merge pull request #119 from teamfisk/AssaultBoost
BoostSystem
2016-03-02 16:44:49 +01:00
verysecrethero 3c8df35be9 Merge remote-tracking branch 'origin/master' into AssaultBoost
# Conflicts:
#	src/Game/Game.cpp
2016-03-02 15:59:16 +01:00
Joachim Pettersson f761416e20 Merge pull request #152 from teamfisk/PickupBranch
Added the already-at-maxammo/health-savetrigger for the PickupSystems
2016-03-02 15:41:44 +01:00
Jocke 9161c11764 Changed m_ETriggerTouchVector for-loop so it wont break when an item triggers the condition. This is done to update all somePickup.DecreaseThisRespawnTimer's. 2016-03-02 15:31:42 +01:00
Tleety a2b938d8f6 Merge branch 'master' into CPArrow
# Conflicts:
#	resources/Schema/Entities/Player.xml
#	resources/Schema/Entities/PlayerRed.xml
2016-03-02 13:58:44 +01:00
Tleety ab7fd89546 Should now correctly track if another player takes your last capture point 2016-03-02 13:56:35 +01:00
Tleety 6968e71e07 Arrow should now correctly track the next point no matter when you join the game 2016-03-02 13:36:24 +01:00
Tobias Dahl 2fb3bb2a39 Merge pull request #153 from teamfisk/RenderSetingsV2
Shield and stuff
2016-03-02 13:15:52 +01:00
Tleety 6540848392 WIP 2016-03-02 11:59:56 +01:00
Teejoon de9657700b Fixed draw final pass with shided objects having to many if-statments.
Shields is working with transparancy

Player cameras should have nearclip fater away and far clip nearer.

Defaultconfig push
2016-03-02 11:59:48 +01:00
verysecrethero 4652cd7861 Added the already-at-maxammo/health-save-trigger for the PickupSystems 2016-03-02 11:53:04 +01:00
verysecrethero 03a35d0f5e Merge pull request #149 from teamfisk/FixNetworkBugs
Seems OK
2016-03-02 10:11:52 +01:00
Tobias Dahl e4e9af5d9c Merge pull request #148 from teamfisk/DashFixBranch
Moved the Dash CoolDown (CoolDownTimer) to the component (DashAbility…
2016-03-02 10:05:02 +01:00
Tleety 96768e66de Redplayer arrow fix 2016-03-02 09:57:41 +01:00
Teejoon ef66f3ebe5 Transparancy with shild fix 2016-03-01 23:14:23 +01:00
Tleety 799990f44d Next CP indicator should now be fully working. 2016-03-01 22:54:13 +01:00
Jace 39369aa3e5 Merge pull request #150 from teamfisk/EditorCameraSpeedFix
Fixed editor camera speed changing when scrolling on UI elements
2016-03-01 22:51:16 +01:00
Jace 6eb0b83d6b Fixed editor camera speed changing when scrolling on UI elements 2016-03-01 22:47:43 +01:00
Tleety ab40fa715b The arrow should now track CapturePoints correctly at start and when they are captured. 2016-03-01 21:57:30 +01:00
Tleety a38c18fd3a Merge remote-tracking branch 'origin/master' into CPArrow 2016-03-01 20:33:30 +01:00
Tobias Dahl 9747a201b7 Merge pull request #147 from teamfisk/CapturePointFixBranch
ECaptured: added NextCapturePoint entitywrapper. Changed CapturePoint…
2016-03-01 20:33:10 +01:00
Tleety 6281e20000 Arrow should now track the CapturePoint specified in the Component. 2016-03-01 20:31:09 +01:00
verysecrethero f147929aa9 Moved the Dash CoolDown (CoolDownTimer) to the component (DashAbility). Fixed 2 warnings 2016-03-01 17:57:18 +01:00
Jocke aadfdfdd90 AmmoPickups and HealthPickups will only spawn on the server. When a ammo pickup is taken the Server will send an Event to that
Client and it will update its ammo.
2016-03-01 17:55:00 +01:00
verysecrethero bba002dea9 Removed DebugCode 2016-03-01 17:37:30 +01:00
verysecrethero 15195964da ECaptured: added NextCapturePoint entitywrapper. Changed CapturePointID to CapturePointTakenID. Fixed so CapturePoints works in singleplayer again. Captured event is now sent in the next Update, since the information for NextCapturePoint is needed 2016-03-01 17:34:30 +01:00
Tleety b0a66f9e83 Components for CapturePoint arrow HUD element and a system skeleton 2016-03-01 16:19:59 +01:00
Tleety 7ba5e01560 CapturePointArrow component files 2016-03-01 15:37:28 +01:00
Jocke 6d68486c05 Merge remote-tracking branch 'origin/master' into FixNetworkBugs 2016-03-01 15:07:06 +01:00
Jace c60e1ba7e4 Merge pull request #144 from teamfisk/RenderSetingsV2
Render settings
2016-03-01 13:49:38 +01:00
Tobias Dahl 63d205f56a Merge pull request #146 from teamfisk/EditorKeyboardFix
Fixed editor keyboard shortcuts getting mixed up with GUI input actions
2016-03-01 13:46:01 +01:00
Jace 36f6ade87a Fixed editor keyboard shortcuts getting mixed up with GUI input actions 2016-03-01 13:38:51 +01:00
Teejoon 724d7b1586 Merge remote-tracking branch 'origin/master' into RenderSetingsV2
Conflicts:
	src/Engine/Rendering/DrawFinalPass.cpp
2016-03-01 12:56:00 +01:00
Teejoon 8cda614de4 Added transparent object that disappeared from the merge 2016-03-01 12:54:01 +01:00
Teejoon 77eaa45702 Merge remote-tracking branch 'origin/master' into HEAD
Conflicts:
	src/Engine/Rendering/CubeMapPass.cpp
	src/Engine/Rendering/DrawFinalPass.cpp
2016-03-01 12:11:27 +01:00
Tobias Dahl dfa224b4dd Merge pull request #142 from teamfisk/Respawning
Added CapturePointGameMode component with RespawnTime
2016-03-01 11:28:56 +01:00
Jace 86df8f14f4 Merge pull request #143 from teamfisk/Transparency-fix
Transparency fix
2016-03-01 11:26:26 +01:00
Tleety eaea645068 Reflectance should now work as an inverse of the specular alpha value. 2016-03-01 11:19:44 +01:00
Tleety 21bf7f4df3 Glow should now legit be working through transparency. 2016-03-01 11:03:16 +01:00
William Moberg e2b7e5400d Check so CapturePointGameMode pool exists and has a size. 2016-03-01 10:20:52 +01:00
William Moberg 658eace093 Added component CapturePointGameMode that contains respawntime. 2016-02-29 18:20:14 +01:00
Joachim Pettersson c106768939 Merge pull request #135 from teamfisk/JumpHeightAdjustment
Player jump speed can be adjusted
2016-02-29 17:37:25 +01:00
William Moberg c7dad79e72 Merge branch 'master' into JumpHeightAdjustment
# Conflicts:
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/Player.xml
#	resources/Schema/Entities/PlayerRed.xml
#	src/Game/Systems/PlayerMovementSystem.cpp
2016-02-29 17:28:40 +01:00
Joachim Pettersson d37f8cc350 Merge pull request #141 from teamfisk/BoxModelCollision
Collision jittering + disappearing weapon
2016-02-29 17:13:34 +01:00
William Moberg 3c35c0a956 Frustum culling octree updates after collisions, no more disappearing weapons. 2016-02-29 15:50:26 +01:00
William Moberg d47a806c64 Made a easy hack to solve jittering when standing still. Jittering should still be present when moving, but at least it is less prominent when moving. 2016-02-29 15:49:23 +01:00
William Moberg 8e21c5a5e4 Reverts last WIP since it probably added code without improving anything.
Revert "WIP, should take shortest resolution even if forced upwards because of slopes, not solving the jittering problem though. + debug code."

This reverts commit db5170c699.
2016-02-29 15:38:36 +01:00
Teejoon df7ace6626 We only uses one depth buffer now 2016-02-29 11:44:29 +01:00
Jocke bef79d116b Merge remote-tracking branch 'origin/master' into FixNetworkBugs 2016-02-29 10:15:16 +01:00
William Moberg db5170c699 WIP, should take shortest resolution even if forced upwards because of slopes, not solving the jittering problem though. + debug code. 2016-02-29 09:37:51 +01:00
Jace bb76c9d248 WIP multi-weapon behaviours 2016-02-29 06:58:57 +01:00
Teejoon 9cbc6f7755 Added GenerateTexture, GenerateMipMapTexture and DeleteTexture to CommonFunctions 2016-02-28 16:16:22 +01:00
Teejoon d3a245606a SSAO and Glow is no longe conflicting with each other.
Texture should get the id = 0 when they are deleted and not assigned a new texture after. Else they will start to conflict with each other.
2016-02-28 15:02:40 +01:00
Teejoon b320d8d1e4 WIP 2016-02-26 18:01:38 +01:00
Jocke afddd276a4 Merge remote-tracking branch 'origin/master' into FixNetworkBugs 2016-02-26 16:54:09 +01:00
Jocke a48e1b567a Removed comments 2016-02-26 16:49:25 +01:00
Teejoon 62e22d3821 Fix 2016-02-26 13:32:16 +01:00
Teejoon 0805375483 Deleted SSAO sliders except Quality 2016-02-26 13:25:19 +01:00
Jace 0c60b637c3 Who's merging without compiling? 2016-02-26 12:52:10 +01:00
William Moberg d411de894f Merge pull request #140 from teamfisk/FixNetworkBugs
Death explosion should always get triggered now.
2016-02-26 12:01:19 +01:00
Teejoon f56705d921 You can now change the quality of SSAO by sliding the SSAO Quality 2016-02-26 11:51:20 +01:00
Jocke 18450ff4f3 Death explosion should always get triggered now. (I hope) 2016-02-26 11:08:05 +01:00
William Moberg 22b473a0b6 Merge pull request #139 from teamfisk/EditorCopyPaste
Editor copy paste
2016-02-26 11:01:18 +01:00
Jace f161fce719 Merge pull request #138 from teamfisk/PlayerAtOriginFix
Teleporting to origin on spawn fixed.
2016-02-25 17:55:03 +01:00
Jace 0343683678 Fixed cubemaps being generated over and over again each frame. 2016-02-25 17:51:40 +01:00
Jace 9e6c67596d Basic editor copy and paste. Doesn't actually copy the entity until you paste it. 2016-02-25 17:51:28 +01:00
William Moberg 89d0d5753f Fix for player teleporting to (0,0,0). Saves player previous position in CollisionSystem instead of Physics component so it won't be saved when editing Players. 2016-02-25 16:16:24 +01:00
Adam Byléhn 748a178801 Merge pull request #136 from teamfisk/FixNetworkBugs
Fix network bugs
2016-02-25 16:09:08 +01:00
Jocke eac9a9daf6 Pull request #136 Merge remote-tracking branch 'origin/master' into FixNetworkBugs
# Conflicts:
#	src/Engine/Network/Client.cpp
2016-02-25 16:07:06 +01:00
Jocke 059fe5c6c0 Fixed typo m_EPDoubleJump to m_EDoubleJump. 2016-02-25 16:04:27 +01:00
Joachim Pettersson fb465ede81 Merge pull request #134 from teamfisk/HUDDesync
Good job! 👍
2016-02-25 15:53:07 +01:00
Jocke f66fa7a183 Merge remote-tracking branch 'origin/master' into FixNetworkBugs
# Conflicts:
#	include/Engine/Network/Client.h
#	include/Engine/Network/MessageType.h
#	include/Engine/Network/Server.h
#	include/Engine/Network/TCPServer.h
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/TCPServer.cpp
2016-02-25 15:13:11 +01:00
Jocke 508d8a6f00 Fixed memory leak in TCPServer::AcceptNewConnections caused by acceptor->async_accept().
Fixed some formating and comments.
2016-02-25 14:24:38 +01:00
William Moberg cd315bbaa0 Added DoubleJump component and JumpSpeed in Player component so jumpheight can be adjusted for regular jump and double jump. 2016-02-25 12:12:44 +01:00
stiffly 8ce6308649 In snapshot: now sends player information and also CP information. Now it is no longer true that they will arrive in pre order. Appropriate actions were therefor implemented. 2016-02-25 11:56:40 +01:00
stiffly f10958c268 Capturepoint logic is now purely done on the serverside. 2016-02-25 11:50:29 +01:00
William Moberg da1c7b3093 Merge pull request #133 from teamfisk/AndersTest
Ammo,HealthPickup now takes in account for possible parenting/childin…
2016-02-25 09:58:14 +01:00
verysecrethero ef87102d1f Ammo,HealthPickup now takes in account for possible parenting/childing of the pickup. Also saved the xml files with the new scaling 2016-02-24 17:53:37 +01:00
Jace 9a41bda4cf Merge pull request #132 from teamfisk/CubeMap
Cube map
2016-02-24 16:03:49 +01:00
Tleety fc18932068 Merge remote-tracking branch 'origin/master' into CubeMap
# Conflicts:
#	src/Engine/Rendering/Renderer.cpp
2016-02-24 15:45:30 +01:00
Tobias Dahl b874ea8641 Merge pull request #131 from teamfisk/ResizeWindowFixFromSSAOMerge
Have fix the resizing errors
2016-02-24 15:22:12 +01:00
Tobias Dahl 2609a0253d Merge pull request #129 from teamfisk/HUDDesync
Networking improvements
2016-02-24 15:22:01 +01:00
William Moberg de309d3b9d Merge pull request #130 from teamfisk/AndersTest
CapturePointSystem fix, DamageIndicatorSystem fix
2016-02-24 15:17:36 +01:00
Tobias Dahl f7ef6707a7 Merge pull request #116 from teamfisk/SeeTeamMates
See team mates
2016-02-24 15:05:19 +01:00
Tleety feeff5b164 Debug tool for different CubeMap
changed cubemap influence.
2016-02-24 14:47:47 +01:00
stiffly 7394436e7a Removed unnecessary comment. 2016-02-24 14:23:54 +01:00
Tleety f41e0b29be assets 2016-02-24 14:21:48 +01:00
Tleety 607e83134d Cubemaps working 2016-02-24 14:16:49 +01:00
verysecrethero 5af4f9d8e7 Removed a comment originating from HUDDesynch branch 2016-02-24 14:06:41 +01:00
verysecrethero af68236e71 now using a define INDICATOR_TEST to activate the DamageIndicatorSystem test. 2016-02-24 13:58:05 +01:00
Tleety 6f9ce8a0c1 WIP 2016-02-24 13:57:54 +01:00
Teejoon 6465fe6ed6 Have fix the resizing errors 2016-02-24 13:22:41 +01:00
Jocke fa13c1d065 Double jump is now working. 2016-02-23 18:24:46 +01:00
verysecrethero e2831c5593 CapturePointSystem fix, DamageIndicatorSystem fix 2016-02-23 17:29:33 +01:00
Tleety 8d23c531af Cubemaps kinda functioning, still somthing wierd with the vectors. 2016-02-23 17:17:50 +01:00
Tleety 91b0ac5fbd Some groundwork for cubemaps. 2016-02-23 16:00:43 +01:00
stiffly d77119bb2d Fixed print for serverlist. 2016-02-23 11:47:44 +01:00
stiffly 27669b7383 Merge remote-tracking branch 'origin/master' into HUDDesync 2016-02-23 11:09:44 +01:00
stiffly fc7d62a5ad Various clean ups. 2016-02-23 11:07:56 +01:00
stiffly c42e1e0967 SoundSystem Fix. Now subscribes to an event that was thought to be listened to. 2016-02-23 11:07:41 +01:00
stiffly fe9dbf0b0f Serverlist fix. 2016-02-23 10:33:20 +01:00
Tleety 4ffb03fdd5 Merge remote-tracking branch 'origin/master' into SmallFixes-Tobias
# Conflicts:
#	src/Engine/Rendering/DrawFinalPass.cpp
2016-02-23 10:02:53 +01:00
Teejoon fe3e0bac5b Changed SpritIndicator values on player 2016-02-22 18:45:02 +01:00
Teejoon fa4f007604 Changed name from Indicator to SpriteIndicator. Can now be an indicator for a single team or every one 2016-02-22 18:35:00 +01:00
stiffly e5ff88d3c9 SoundSystem bug fix 2016-02-22 17:41:14 +01:00
stiffly 845a30ed0f Merge remote-tracking branch 'origin/DynamicPacketBuffer' into HUDDesync
# Conflicts:
#	include/Engine/Network/TCPServer.h
#	src/Engine/Network/TCPServer.cpp
2016-02-22 17:39:48 +01:00
Jocke 34a71b0767 Fixed linking issue. 2016-02-22 17:24:35 +01:00
stiffly 833006744a WIP 2016-02-22 17:00:25 +01:00
Jocke b2d8cddfb7 WE now send the map on connect after that only player information. 2016-02-22 16:46:31 +01:00
Teejoon 6fab971734 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SeeTeamMates
Conflicts:
	include/Engine/Rendering/SpriteJob.h
	resources/Schema/Components.xsd
	resources/Schema/Entities/Player.xml
	resources/Schema/Entities/PlayerRed.xml
2016-02-22 16:43:18 +01:00
Viktor Ljung 2c18068059 Merge pull request #126 from teamfisk/SSAO
SSAO
2016-02-22 16:40:11 +01:00
Teejoon 09aec08d0e Pull request fixes 2016-02-22 16:38:20 +01:00
Jocke ed9149fe63 Network buffer should now dynamically increase when needed. 2016-02-22 16:04:27 +01:00
Teejoon 4cf8c3d8d7 Fixed PerformanceTimer start and stop in Renderer.cpp since I have changed a little code there 2016-02-22 15:02:20 +01:00
Teejoon 37414ce124 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SSAO
Conflicts:
	include/Engine/Rendering/Renderer.h
	src/Engine/Rendering/Renderer.cpp
2016-02-22 14:51:42 +01:00
Teejoon adceccf402 SSAO now working. Changed in DrawFinalePass so that th AOTexture is on texture position 0 and only get binded once.
Changed so that the picking pass get drawn once in the beginning so that the AO shatde could calculate AO from the depthbuffer generated during pthe pickingpass.

In the ImGUI debugg window there is now sliders to change the behavior of the AO shader. Only the minimum ambient lightning is HardCoded in to the frowardPlus fragmentshaders with a define in the begining.
2016-02-22 14:48:20 +01:00
stiffly 4c1a284636 Server now does Capture point logic too. 2016-02-22 11:30:31 +01:00
stiffly 23dc8e07b2 Will this do the trick? Now tells the server to send HUD entities too. 2016-02-22 10:41:37 +01:00
stiffly c7d31cac2d Merge remote-tracking branch 'origin/master' into FriendlyHost/Join
# Conflicts:
#	src/Engine/Network/Client.cpp
2016-02-22 10:19:48 +01:00
stiffly a1e932d261 Merge remote-tracking branch 'origin/master' into FriendlyHost/Join 2016-02-22 10:06:51 +01:00
stiffly 070f1bd394 Merge remote-tracking branch 'origin/FriendlyHost/Join' into FriendlyHost/Join
# Conflicts:
#	src/Engine/Network/Client.cpp
2016-02-22 10:06:25 +01:00
stiffly 993d804cef Added an event to search for servers.
Client now broadcasts a serverlistrequest.
An active server will then answer the request and send info about the server.
The client saves this data to a list and presents it to the user.
2016-02-22 10:05:47 +01:00
Teejoon 201480b17f SSAO is working, but is kinda crappy. You can change shade variables in the debug window. 2016-02-19 16:50:04 +01:00
William Moberg bac23f6e8c Merge pull request #124 from teamfisk/FixNetworkBugs
Test text here. Good work Jocke.
2016-02-19 16:47:34 +01:00
Jocke 68f2d5327d added extra check in HealthSystem 2016-02-19 16:37:26 +01:00
Jocke 2263fd2ad6 Fixed crash in Client::parsePlayerDamage. 2016-02-19 16:18:16 +01:00
stiffly 2f259c3773 Added an event to search for servers.
Client now broadcasts a serverlistrequest.
An active server will then answer the request and send info about the server.
The client saves this data to a list and presents it to the user.
2016-02-19 15:38:09 +01:00
William Moberg 8cc928b5f4 Merge pull request #122 from teamfisk/WorldSnapshots
World snapshots
2016-02-19 15:12:31 +01:00
Jace 881ce7b02f Proper string handling without nasty memory leaks. PHEW. 2016-02-19 15:11:10 +01:00
Jace c130fdda5e Merge pull request #123 from teamfisk/BoxModelCollision
Falling through ground + dash fix.
2016-02-19 14:53:37 +01:00
Tleety 97fcdb342d Bloom should now show behind transparent objects. 2016-02-19 14:23:40 +01:00
William Moberg 4c87ca10b9 Merge branch 'master' into BoxModelCollision 2016-02-19 14:17:17 +01:00
William Moberg 22664848dc You should not be able to fall through ground or dash thru walls. Very thin objects may still be possible to go through, e.g. the grid border walls in GameMap.xml. 2016-02-19 14:16:22 +01:00
Tleety d135ea2da6 Small fix 2016-02-19 13:53:43 +01:00
Tleety 949ee76f55 Fallow and name fix 2016-02-19 13:52:16 +01:00
Jace 844825813b Merge pull request #121 from teamfisk/ResolutionChange
Resolution change
2016-02-19 13:31:06 +01:00
Tleety 722b795d37 Fixed spelling 2016-02-19 13:30:41 +01:00
Tleety cf2bf4e14d Merge remote-tracking branch 'origin/master' into ResolutionChange 2016-02-19 13:17:31 +01:00
Jace 2ac584bafb Merge pull request #113 from teamfisk/Menu-Tobias
Menu tobias
2016-02-19 13:16:50 +01:00
Tleety 6e5335a266 Release now return name and entity of the entity that was previously klicked. 2016-02-19 13:16:26 +01:00
Tleety fc5d054cb2 Entity is now sent with the click events.
Fixed small things
2016-02-19 12:49:07 +01:00
Tleety 8c9f4bb84b Resize should now be working correctly. 2016-02-19 11:42:52 +01:00
Tleety e15a7b9485 You can now change resolution without any apparent bugs. 2016-02-18 18:00:26 +01:00
William Moberg a141da3d8c Merge pull request #118 from teamfisk/AndersTest
Test fixes
2016-02-18 15:29:33 +01:00
verysecrethero b81bb9eeea Changed SprintAbility to take StrengthOfEffect. PlayerMovementSystem: if Sniper is sprinting he will now move faster. 2016-02-18 15:17:19 +01:00
Jace ca907b912e Copy constructor for deep copy of World. 2016-02-18 13:54:32 +01:00
verysecrethero b2304a95f8 Fixed some XML documentation 2016-02-18 13:49:22 +01:00
verysecrethero 8c92b7ceb6 Small cleanup. Clarified a few comments 2016-02-18 13:40:17 +01:00
Jace 97499f1c28 Made ComponentPool copyable by making sure string fields are handled properly 2016-02-18 11:37:03 +01:00
verysecrethero 64610e3c03 Fixed so some of the tests are working again. Also removed the test errors 2016-02-18 11:27:07 +01:00
verysecrethero 7f489b3569 Added Assault,Defender,Sniper Components,Entities. Added ShieldAbility,Sprintability-Component (not implemented). Changed BoostSystem to use a childed Boost to the player. All friendly fire is 0 damage. 2016-02-18 10:40:09 +01:00
Jace 5dd85d2748 Merge pull request #110 from teamfisk/PerformanceTiming
Performance timing
2016-02-18 10:33:24 +01:00
Jace 261c2e021e Merge pull request #115 from teamfisk/Respawning
Spawn blocking fix
2016-02-18 10:26:08 +01:00
William Moberg 581a7b470c Merge pull request #94 from teamfisk/AndersTest
Added 3 PickupSpawnSystem test
2016-02-18 10:21:37 +01:00
verysecrethero c3ed429377 Added BoostSystem, Added BoostAssault entity XML 2016-02-17 18:11:36 +01:00
Teejoon c4d3c515e4 Marge with Master 2016-02-17 18:04:49 +01:00
Teejoon 7cc58dc94c Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SeeTeamMates 2016-02-17 18:00:30 +01:00
Teejoon 5e3af7ac5d Player Indicator now working OK. Scaling depending on how far away you are makes the Indicator to hide players head behind it. Shields are making indicators to disappear. 2016-02-17 17:58:01 +01:00
Tleety 3e7936ef00 You can now change resolution by pressing buttons. 2016-02-17 17:44:33 +01:00
stiffly 46987beefb Updated the serverlist, now prints adress and port of the server. 2016-02-17 17:05:10 +01:00
verysecrethero 8845054965 Merge remote-tracking branch 'origin/master' into PerformanceTiming
# Conflicts:
#	resources/Schema/Entities/NewMap.xml
2016-02-17 16:59:26 +01:00
Tleety 7dfd68467e Merge branch 'Menu-Tobias' into ResolutionChange 2016-02-17 16:54:06 +01:00
Teejoon 4fd0108443 Working billbording 2016-02-17 16:50:24 +01:00
verysecrethero 56bc1fee3d Added LifeTimeOfEffect in BoostAssault,BoostDefender components. 2016-02-17 16:43:38 +01:00
William Moberg 52355a63e2 Merge branch 'master' into Respawning 2016-02-17 16:08:00 +01:00
William Moberg 72db672dbf Ray will not hit objects in octree if they are transparent or invisible. 2016-02-17 16:06:35 +01:00
verysecrethero 1c9a1a9904 playerMovementSpeed,playerCrouchSpeed in the player component now also gets AssaultBoosted. 2016-02-17 16:04:44 +01:00
stiffly 950ecba1c0 Merge remote-tracking branch 'origin/master' into FriendlyHost/Join 2016-02-17 15:52:58 +01:00
stiffly fdc8f753cb Implemented primitive server "heartbeat" logic, which sends server info from server to client without being connected. 2016-02-17 15:51:26 +01:00
verysecrethero e8aff02c4e Merge remote-tracking branch 'origin/master' into AssaultBoost 2016-02-17 14:58:28 +01:00
Tobias Dahl 0d665c10fe Merge pull request #114 from teamfisk/HealthPickup
The rotation of the Pickups are now also included in the AmmoPickup.x…
2016-02-17 14:56:45 +01:00
William Moberg 23bb1a6405 Cannot respawn inside other players, unless all are blocked. 2016-02-17 14:54:59 +01:00
verysecrethero b8222c7b2e The rotation of the Pickups are now also included in the AmmoPickup.xml, HealthPickup.xml 2016-02-17 14:54:42 +01:00
Tobias Dahl 43bbc063cf Merge pull request #111 from teamfisk/HealthPickup
Fixed RespawnModel of Pickups
2016-02-17 14:39:09 +01:00
verysecrethero f7303ad787 Merge remote-tracking branch 'origin/master' into AssaultBoost 2016-02-17 14:38:04 +01:00
verysecrethero 3e4b87da7c Merge remote-tracking branch 'origin/master' into HealthPickup
# Conflicts:
#	resources/Schema/Entities/NewMap.xml
2016-02-17 14:32:59 +01:00
verysecrethero ac9ce8ea83 Merge remote-tracking branch 'origin/master' into HealthPickup 2016-02-17 14:30:31 +01:00
Tobias Dahl 99643fd748 Merge pull request #112 from teamfisk/AssaultDash
You can now AssaultDash in the air
2016-02-17 14:24:58 +01:00
Tleety a6c30100af FrameWork for menu buttons 2016-02-17 14:16:17 +01:00
verysecrethero 833015f45e Small code cleanup for PerformanceTimer 2016-02-17 13:44:41 +01:00
Tleety 657125b469 Moved menu code into GUI
Button events are now sent when you click.
2016-02-17 13:44:11 +01:00
verysecrethero 456cd35a12 Merge remote-tracking branch 'origin/master' into AssaultBoost
# Conflicts:
#	resources/Schema/Components.xsd
2016-02-17 11:52:06 +01:00
verysecrethero 8f28c760dd You can now AssaultDash in the air 2016-02-17 11:47:10 +01:00
verysecrethero b13362360a Fixed RespawnModel of Pickups 2016-02-17 11:22:42 +01:00
Jace 0af9edc6e5 Editor is properly disabled when disabled in config 2016-02-17 10:53:20 +01:00
verysecrethero ec10ef3ffc Merge remote-tracking branch 'origin/master' into HealthPickup 2016-02-17 10:32:35 +01:00
Jocke 4432891437 Fixed crash in Client::parsePlayerDamage. 2016-02-17 10:21:50 +01:00
verysecrethero b2a437731e Small cleanup in the code 2016-02-16 17:58:27 +01:00
verysecrethero 42b49f9dba Added more timers to Rendering. 2016-02-16 17:51:39 +01:00
verysecrethero 4b8f1d95a3 Added static class PerformanceTimer. Changed CMakeLists for engine to include boost timer. Added F2,F3 functions in editor. Added some timing, more to be added 2016-02-16 16:57:46 +01:00
Tleety 8f84a5ddd6 Buttons are now clickable 2016-02-16 16:28:19 +01:00
Jocke a006db9e63 WIP Fix dsync 2016-02-16 16:06:17 +01:00
Teejoon 17da9a8036 WIP 2016-02-16 15:56:58 +01:00
Tleety 6bc7131290 Glow Intencity can now be changed in the model component. 2016-02-16 14:57:21 +01:00
Tleety 4214bf10a1 Components for menu/buttons 2016-02-16 14:05:57 +01:00
Jocke 717af2c4a4 Fixed bug in Client::parsePlayerDamage() 2016-02-16 10:22:15 +00:00
Jace 969e7cb0d5 Merge remote-tracking branch 'origin/FixNetworkToPlayTest' 2016-02-12 09:18:32 +01:00
Jace 47a365a8fc Inverted capture point numbers to fix HUD 2016-02-12 09:17:39 +01:00
Jace 71c03326aa Debug.EditorEnabled 2016-02-12 09:17:28 +01:00
Jocke ba69c79821 Fixed bug in Server. 2016-02-12 09:13:43 +01:00
Jace 0a31fa3dfd Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-02-12 09:08:17 +01:00
Jace ca457d9c00 Player names 2016-02-12 09:07:59 +01:00
antc13 a08e54a147 Blocked up a path in the Spawns a bit more. 2016-02-12 08:44:40 +01:00
Jocke 2c3122bbdb increased Network buffer size, fixed 2 crashes and re-added the ability to kill oneself with the use of a key bound to TakeDamage,Value. 2016-02-12 08:39:20 +01:00
Jace 10846be820 Merge pull request #109 from teamfisk/Sound
Added weapon sounds.
2016-02-12 08:23:30 +01:00
Jocke 7d732c75ca Server now removes players that have disconnected. 2016-02-12 07:42:01 +01:00
verysecrethero 02cd822cf1 Tiny test refactoring 2016-02-10 17:04:05 +01:00
verysecrethero f7756ff60f Tiny refactoring of PickupSpawnTest. Updated and fixed HealthSystemTest. 2016-02-10 16:51:00 +01:00
verysecrethero 2d5f71e442 Added 3 PickupSpawnSystem tests. 2016-02-10 16:25:47 +01:00
verysecrethero 2f53ed140f Merge remote-tracking branch 'origin/master' into AssaultBoost
# Conflicts:
#	resources/Schema/Components.xsd
2016-02-10 14:16:55 +01:00
verysecrethero 503613907e Merge remote-tracking branch 'origin/master' into HealthPickup 2016-02-08 11:39:05 +01:00
verysecrethero 4bf91ba56a Merge remote-tracking branch 'origin/master' into AssaultBoost
# Conflicts:
#	resources/Schema/Components.xsd
#	src/Game/Systems/PlayerMovementSystem.cpp
2016-02-08 10:12:13 +01:00
verysecrethero 047e71a4e1 Added BoostAssault,BoostDefender components. Added their effects in HealthSystem,PlayerMovementSystem 2016-02-04 16:18:54 +01:00
36 changed files with 5789 additions and 88 deletions
@@ -28,6 +28,7 @@ public:
virtual void Reset();
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer);
bool SniperSprintingCheck();
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
@@ -202,7 +203,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
}
//dashing with shift
if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f && !isJumping) {
if (m_ShiftDashing && m_AssaultDashCoolDownTimer <= 0.0f) {
//player is dashing with shift
//the wanted-direction is set in playermovement already so we dont need to check what direction we want to dash in!
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
@@ -227,7 +228,7 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
}
m_ValidDoubleTap = false;
if (!(m_AssaultDashCoolDownTimer <= 0.0f && !isJumping)) {
if (!(m_AssaultDashCoolDownTimer <= 0.0f)) {
//if we cant dash at the moment, then just reset the tap-sensitivity-timer
m_AssaultDashDoubleTapDeltaTime = 0.f;
return;
@@ -241,4 +242,12 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
m_EventBroker->Publish(e);
}
template <typename EventContext>
bool FirstPersonInputController<EventContext>::SniperSprintingCheck() {
if (m_SpecialAbilityKeyDown) {
return true;
} else {
return false;
}
}
#endif
+1 -1
View File
@@ -2,7 +2,7 @@
#define NetworkClient_h__
#include "Network/Packet.h"
#define BUFFERSIZE 32000
#define BUFFERSIZE 64000
typedef unsigned int PlayerID;
typedef unsigned int PacketID;
+1 -1
View File
@@ -3,7 +3,7 @@
#include <boost/asio.hpp>
#include "Network/Packet.h"
#include "Network/PlayerDefinition.h"
#define BUFFERSIZE 32000
#define BUFFERSIZE 64000
typedef unsigned int PlayerID;
typedef unsigned int PacketID;
+21
View File
@@ -0,0 +1,21 @@
#ifndef BoostSystem_h__
#define BoostSystem_h__
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPlayerDamage.h"
#include "Common.h"
class BoostSystem : public System
{
public:
BoostSystem(SystemParams params);
private:
EventRelay<BoostSystem, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(Events::PlayerDamage& e);
std::string DetermineClass(EntityWrapper player);
};
#endif
+5
View File
@@ -35,7 +35,12 @@
<xs:include schemaLocation="Components/AmmoPickup.xsd"/>
<xs:include schemaLocation="Components/AnimationOffset.xsd"/>
<xs:include schemaLocation="Components/DashAbility.xsd"/>
<xs:include schemaLocation="Components/ShieldAbility.xsd"/>
<xs:include schemaLocation="Components/SprintAbility.xsd"/>
<xs:include schemaLocation="Components/AssaultWeapon.xsd"/>
<xs:include schemaLocation="Components/BoostAssault.xsd"/>
<xs:include schemaLocation="Components/BoostDefender.xsd"/>
<xs:include schemaLocation="Components/BoostSniper.xsd"/>
<xs:include schemaLocation="Components/Shield.xsd"/>
<xs:include schemaLocation="Components/Sprite.xsd"/>
<xs:include schemaLocation="Components/Shielded.xsd"/>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BoostAssault xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoostAssault.xsd">
<StrengthOfEffect>2</StrengthOfEffect>
</BoostAssault>
@@ -0,0 +1,18 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="BoostAssault">
<xs:annotation>
<xs:documentation>This is the assault's class boost component</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="StrengthOfEffect" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the strength of the boost effect</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BoostDefender xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoostDefender.xsd">
<StrengthOfEffect>10</StrengthOfEffect>
</BoostDefender>
@@ -0,0 +1,18 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="BoostDefender">
<xs:annotation>
<xs:documentation>This is the defender's class boost component</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="StrengthOfEffect" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the strength of the boost effect</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BoostSniper xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoostSniper.xsd">
<StrengthOfEffect>10</StrengthOfEffect>
</BoostSniper>
@@ -0,0 +1,18 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="BoostSniper">
<xs:annotation>
<xs:documentation>This is the sniper's class boost component</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="StrengthOfEffect" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the strength of the boost effect</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<ShieldAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ShieldAbility.xsd">
<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
</ShieldAbility>
@@ -0,0 +1,18 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="ShieldAbility">
<xs:annotation>
<xs:documentation>A shield component for one of the classes</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the cooldown on shield</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<SprintAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SprintAbility.xsd">
<StrengthOfEffect>2.0</StrengthOfEffect>
</SprintAbility>
@@ -0,0 +1,18 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="SprintAbility">
<xs:annotation>
<xs:documentation>A sprint component for one of the classes</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="StrengthOfEffect" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the strength of the sprint effect</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+6 -1
View File
@@ -5,10 +5,15 @@
<c:AABB/>
<c:AmmoPickup/>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Props/PickUps/AmmoPickUp.mesh</Resource>
</c:Model>
<c:RaptorCopter>
<Speed>0.1</Speed>
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="1" Z="0"/>
<Scale X="0.3" Y="0.3" Z="0.3"/>
</c:Transform>
<c:Trigger/>
</Components>
@@ -0,0 +1,14 @@
<?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:BoostAssault/>
<c:Lifetime>
<Lifetime>10</Lifetime>
</c:Lifetime>
<c:Transform/>
</Components>
<Children/>
</Entity>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,14 @@
<?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:BoostDefender/>
<c:Lifetime>
<Lifetime>10</Lifetime>
</c:Lifetime>
<c:Transform/>
</Components>
<Children/>
</Entity>
+14
View File
@@ -0,0 +1,14 @@
<?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:BoostSniper/>
<c:Lifetime>
<Lifetime>10</Lifetime>
</c:Lifetime>
<c:Transform/>
</Components>
<Children/>
</Entity>
+6 -1
View File
@@ -5,10 +5,15 @@
<c:AABB/>
<c:HealthPickup/>
<c:Model>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Props/PickUps/HealthPickUp.mesh</Resource>
</c:Model>
<c:RaptorCopter>
<Speed>0.1</Speed>
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="1" Z="0"/>
<Scale X="0.3" Y="0.3" Z="0.3"/>
</c:Transform>
<c:Trigger/>
</Components>
+117 -23
View File
@@ -593,7 +593,7 @@
<Resource>Models/Props/Walls/BigWallBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="56.3723755" Y="-0.458255291" Z="53.1675453"/>
<Position X="57.2414131" Y="-0.458255291" Z="53.1675453"/>
</c:Transform>
</Components>
<Children>
@@ -726,7 +726,7 @@
<Resource>Models/Props/Walls/BigWallBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-2.87285304" Y="0" Z="0.0110195652"/>
<Position X="-3.20842171" Y="0" Z="0.0110195652"/>
<Scale X="1" Y="0.800000012" Z="1"/>
</c:Transform>
</Components>
@@ -739,7 +739,7 @@
<Resource>Models/Props/Walls/BigWallBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="2.9002583" Y="0" Z="-0.00627081469"/>
<Position X="3.16696811" Y="0" Z="-0.00627081469"/>
<Scale X="1" Y="0.800000012" Z="1"/>
</c:Transform>
</Components>
@@ -1291,7 +1291,7 @@
<Resource>Models/Props/Walls/BigWallBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="42.3930092" Y="-0.436794043" Z="53.3168259"/>
<Position X="42.6762505" Y="-0.436794043" Z="53.3168259"/>
</c:Transform>
</Components>
<Children>
@@ -1302,7 +1302,7 @@
<Resource>Models/Props/Walls/BigWallBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="2.79896975" Y="0" Z="0"/>
<Position X="3.02606034" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
@@ -1314,7 +1314,7 @@
<Resource>Models/Props/Walls/BigWallBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="5.67178059" Y="0" Z="0"/>
<Position X="6.20324564" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
@@ -1326,7 +1326,7 @@
<Resource>Models/Props/Walls/BigWallBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="8.55263519" Y="0" Z="0"/>
<Position X="9.40820885" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
@@ -3310,6 +3310,60 @@
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/BigStone.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="2.85156512" Y="-1.23010564" Z="-1.48294902"/>
<Scale X="1.50000012" Y="1" Z="1.4000001"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/MediumStone2.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-8.1107378" Y="1.61279738" Z="6.04347277"/>
<Scale X="2.70000005" Y="2.20000005" Z="2.4000001"/>
<Orientation X="1.02200007" Y="1.27200007" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/BigStone.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-12.3116245" Y="3.30153632" Z="2.33947349"/>
<Orientation X="0" Y="3.46600008" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/BigStone.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="2.7208035" Y="0.631672204" Z="1.97706997"/>
<Orientation X="0" Y="0" Z="5.86300039"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity>
@@ -3319,7 +3373,7 @@
<Resource>Models/Props/Stones/BigStone.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-32.077774" Y="1.78250229" Z="-52.9675865"/>
<Position X="-32.141304" Y="1.78250229" Z="-52.9675865"/>
</c:Transform>
</Components>
<Children>
@@ -3349,6 +3403,46 @@
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/BigStone.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="13.3016024" Y="-1.04082656" Z="-2.06582665"/>
<Orientation X="0" Y="1.17200005" Z="6.28300047"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/SmallStone1.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="7.52924776" Y="0.407071143" Z="-2.09290624"/>
<Scale X="3.4000001" Y="5.70000029" Z="3.70000029"/>
<Orientation X="0" Y="1.7700001" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/Stones/BigStone.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-5.73053885" Y="-0.909733951" Z="4.32710028"/>
<Orientation X="0" Y="3.46600008" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
@@ -3698,7 +3792,7 @@
<Resource>Models/Props/Stones/SmallStone1.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="17.9978104" Y="0.729522109" Z="64.9478226"/>
<Position X="17.9978104" Y="0.729522109" Z="65.3742523"/>
<Scale X="3" Y="3" Z="3"/>
<Orientation X="2.68900013" Y="3.5940001" Z="0"/>
</c:Transform>
@@ -3948,7 +4042,7 @@
</c:Model>
<c:Transform>
<Position X="-40.5458374" Y="-0.729142785" Z="-45.7907982"/>
<Orientation X="4.93700027" Y="3.5" Z="1.37700009"/>
<Orientation X="4.93700027" Y="4.81200027" Z="1.37700009"/>
</c:Transform>
</Components>
<Children/>
@@ -4671,6 +4765,7 @@
<HomePointForTeam>
<Blue/>
</HomePointForTeam>
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
@@ -4706,7 +4801,7 @@
<Entity>
<Components>
<c:CapturePoint>
<CapturePointNumber>1</CapturePointNumber>
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
@@ -4771,7 +4866,7 @@
<Components>
<c:CapturePoint>
<CaptureTimer>1.5498908015879351</CaptureTimer>
<CapturePointNumber>3</CapturePointNumber>
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
@@ -4806,7 +4901,6 @@
<HomePointForTeam>
<Red/>
</HomePointForTeam>
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>Models/Core/UnitCylinder.mesh</Resource>
@@ -4925,7 +5019,7 @@
</Team>
</c:Team>
<c:Transform>
<Position X="-60.3695679" Y="2.14482641" Z="-79.3789597"/>
<Position X="-60.3695679" Y="5.14500046" Z="-79.3789597"/>
</c:Transform>
</Components>
<Children>
@@ -4995,7 +5089,7 @@
</Team>
</c:Team>
<c:Transform>
<Position X="60.0169258" Y="2.37972379" Z="76.2893906"/>
<Position X="60.0169258" Y="6.0800004" Z="76.2893906"/>
</c:Transform>
</Components>
<Children>
@@ -5071,7 +5165,7 @@
<c:Transform>
<Position X="48.9189453" Y="7.06223536" Z="-78.9347992"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
<Orientation X="0" Y="22.6496716" Z="0"/>
<Orientation X="0" Y="74.6042328" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
@@ -5090,7 +5184,7 @@
<c:Transform>
<Position X="-59.3499641" Y="7.46932745" Z="-20.6276321"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
<Orientation X="0" Y="19.304081" Z="0"/>
<Orientation X="0" Y="71.2585754" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
@@ -5109,7 +5203,7 @@
<c:Transform>
<Position X="-1.13644195" Y="1.38919806" Z="38.9768829"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
<Orientation X="0" Y="16.9120293" Z="0"/>
<Orientation X="0" Y="68.8666077" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
@@ -5128,7 +5222,7 @@
<c:Transform>
<Position X="54.7225227" Y="6.51863909" Z="29.0052128"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
<Orientation X="0" Y="17.2259693" Z="0"/>
<Orientation X="0" Y="69.180542" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
@@ -5147,7 +5241,7 @@
<c:Transform>
<Position X="-51.6792374" Y="8.44526482" Z="32.5153465"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
<Orientation X="0" Y="16.6746445" Z="0"/>
<Orientation X="0" Y="68.6292572" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
@@ -5166,7 +5260,7 @@
<c:Transform>
<Position X="-42.3974304" Y="7.28327894" Z="81.9305344"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
<Orientation X="0" Y="14.8039036" Z="0"/>
<Orientation X="0" Y="66.7584839" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
@@ -5185,7 +5279,7 @@
<c:Transform>
<Position X="-9.85184956" Y="8.25567532" Z="39.6119232"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
<Orientation X="0" Y="13.8527527" Z="0"/>
<Orientation X="0" Y="65.8073425" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
@@ -5204,7 +5298,7 @@
<c:Transform>
<Position X="49.2257118" Y="7.39368248" Z="-31.1810112"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
<Orientation X="0" Y="11.0639687" Z="0"/>
<Orientation X="0" Y="63.0184822" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
+16 -18
View File
@@ -23,9 +23,7 @@
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="0.0288832653" Z="0"/>
</c:Transform>
<c:Transform/>
</Components>
<Children>
@@ -37,20 +35,6 @@
</c:Transform>
</Components>
<Children>
<Entity name="PlayerName">
<Components>
<c:Text>
<Resource>Fonts/DroidSans.ttf,100</Resource>
<Color A="1" B="0" G="1" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="0.248000011" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="CameraModel">
<Components>
<c:Model>
@@ -504,7 +488,6 @@
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Color A="1" B="1" G="0.309803933" R="0"/>
<Visible>false</Visible>
</c:Model>
<c:Transform/>
</Components>
@@ -574,6 +557,21 @@
</Components>
<Children/>
</Entity>
<Entity name="PlayerName">
<Components>
<c:Text>
<Content>Insert name here</Content>
<Resource>Fonts/DroidSans.ttf,100</Resource>
<Color A="1" B="0" G="1" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="1.50176644" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+15 -14
View File
@@ -35,20 +35,6 @@
</c:Transform>
</Components>
<Children>
<Entity name="PlayerName">
<Components>
<c:Text>
<Resource>Fonts/DroidSans.ttf,100</Resource>
<Color A="1" B="0" G="1" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="0.248000011" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="CameraModel">
<Components>
<c:Model>
@@ -571,6 +557,21 @@
</Components>
<Children/>
</Entity>
<Entity name="PlayerName">
<Components>
<c:Text>
<Content>Insert name here</Content>
<Resource>Fonts/DroidSans.ttf,100</Resource>
<Color A="1" B="0" G="1" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="1.50199997" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+3
View File
@@ -40,8 +40,11 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
m_EditorStats = new EditorStats();
m_Enabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.EditorEnabled", false);
if (m_Enabled) {
Enable();
} else {
Disable();
}
}
+5 -1
View File
@@ -436,7 +436,11 @@ bool Client::OnPlayerSpawned(const Events::PlayerSpawned& e)
void Client::parsePlayerDamage(Packet& packet)
{
Events::PlayerDamage e;
e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(packet.ReadPrimitive<EntityID>()));
PlayerID victimID = packet.ReadPrimitive<EntityID>();
if(serverClientMapsHasEntity(victimID)){
return;
}
e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(victimID));
e.Victim = EntityWrapper(m_World, m_ServerIDToClientID.at(packet.ReadPrimitive<EntityID>()));
e.Damage = packet.ReadPrimitive<double>();
// Don't rebroadcast our own player damage events or we'll have an infinite loop!
+6 -1
View File
@@ -335,6 +335,7 @@ void Server::disconnect(PlayerID playerID)
//m_World->DeleteEntity(m_ConnectedPlayers[playerID].EntityID);
m_ConnectedPlayers[playerID].TCPSocket->shutdown(boost::asio::ip::tcp::socket::shutdown_both);
m_ConnectedPlayers[playerID].TCPSocket->close();
m_World->DeleteEntity(m_ConnectedPlayers[playerID].EntityID);
m_ConnectedPlayers.erase(playerID);
// Send disconnect to the other players.
}
@@ -476,6 +477,11 @@ void Server::parseOnInputCommand(Packet& packet)
void Server::parsePlayerTransform(Packet& packet)
{
PlayerID playerID = GetPlayerIDFromEndpoint();
if (playerID == -1) {
return;
}
glm::vec3 position;
glm::vec3 orientation;
position.x = packet.ReadPrimitive<float>();
@@ -485,7 +491,6 @@ void Server::parsePlayerTransform(Packet& packet)
orientation.y = packet.ReadPrimitive<float>();
orientation.z = packet.ReadPrimitive<float>();
PlayerID playerID = GetPlayerIDFromEndpoint();
bool hasAssaultWeapon = packet.ReadPrimitive<bool>();
int magazineAmmo;
int ammo;
-5
View File
@@ -121,7 +121,6 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
if (progress > 1.0f || progress < 0.0f) {
LOG_INFO("Progress: %f", progress);
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
@@ -241,7 +240,6 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
if (progress > 1.0f || progress < 0.0f) {
LOG_INFO("Progress: %f", progress);
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
@@ -489,7 +487,6 @@ glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::v
if (progress > 1.0f || progress < 0.0f) {
LOG_INFO("Progress: %f", progress);
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
@@ -609,12 +606,10 @@ glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::v
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
}
if (progress > 1.0f || progress < 0.0f) {
LOG_INFO("Progress: %f", progress);
progress = glm::clamp(progress, 0.0f, 1.0f);
}
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
+2
View File
@@ -26,6 +26,7 @@
#include "Network/MultiplayerSnapshotFilter.h"
#include "Game/Systems/AmmunitionHUDSystem.h"
#include "Game/Systems/KillFeedSystem.h"
#include "Game/Systems/BoostSystem.h"
Game::Game(int argc, char* argv[])
@@ -132,6 +133,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<BoostSystem>(updateOrderLevel);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
@@ -15,6 +15,7 @@ bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComp
|| component.Info.Name == "AssaultWeapon"
|| component.Info.Name == "Animation"
|| component.Info.Name == "AnimationOffset"
|| entity.Name() == "PlayerName"
) {
return false;
}
+63
View File
@@ -0,0 +1,63 @@
#include "Systems/BoostSystem.h"
BoostSystem::BoostSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &BoostSystem::OnPlayerDamage);
}
bool BoostSystem::OnPlayerDamage(Events::PlayerDamage& e)
{
if (e.Victim.ID == e.Inflictor.ID) {
return false;
}
if (!e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
return false;
}
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
return false;
}
//if its not friendly fire, return
if ((int)m_World->GetComponent(e.Inflictor.ID, "Team")["Team"] != (int)m_World->GetComponent(e.Victim.ID, "Team")["Team"]) {
return false;
}
//determine the inflictors class
auto className = DetermineClass(e.Inflictor);
if (className == "") {
return false;
}
//get the XML file, example: "Schema/Entities/BoostclassName.xml"
std::string classXML = "Schema/Entities/" + className + ".xml";
//check if player already has a child with the component, if so delete that child
auto playerBoostAssaultEntity = e.Victim.FirstChildByName(className);
if (playerBoostAssaultEntity.Valid()) {
m_World->DeleteEntity(playerBoostAssaultEntity.ID);
}
//load boost XML file, set it entity parented with the victim player
auto entityFile = ResourceManager::Load<EntityFile>(classXML);
EntityFileParser parser(entityFile);
EntityID boostAssaultEntity = parser.MergeEntities(m_World);
m_World->SetName(boostAssaultEntity, className);
m_World->SetParent(boostAssaultEntity, e.Victim.ID);
return true;
}
std::string BoostSystem::DetermineClass(EntityWrapper inflictorPlayer)
{
//determine the class based on what component the inflictor-player has
if (m_World->HasComponent(inflictorPlayer.ID, "DashAbility")) {
return "BoostAssault";
}
if (m_World->HasComponent(inflictorPlayer.ID, "ShieldAbility")) {
return "BoostDefender";
}
if (m_World->HasComponent(inflictorPlayer.ID, "SprintAbility")) {
return "BoostSniper";
}
return "";
}
+1 -1
View File
@@ -21,7 +21,7 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
//if (e.Victim != LocalPlayer) {
// return false;
//}
if (e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
if (e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
return false;
}
+6
View File
@@ -30,6 +30,11 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
ComponentWrapper cHealth = e.Victim["Health"];
double& health = cHealth["Health"];
//if player has the boost from a defender, subtract the damage taken by StrengthOfEffect amount
auto playerBoostDefenderEntity = e.Victim.FirstChildByName("BoostDefender");
if (playerBoostDefenderEntity.Valid()) {
e.Damage -= (double)playerBoostDefenderEntity["BoostDefender"]["StrengthOfEffect"];
}
health -= e.Damage;
return true;
@@ -39,6 +44,7 @@ bool HealthSystem::OnInputCommand(Events::InputCommand& e)
{
if (e.Command == "TakeDamage" && e.Value > 0 && LocalPlayer.Valid()) {
Events::PlayerDamage ev;
ev.Inflictor = LocalPlayer;
ev.Victim = LocalPlayer;
ev.Damage = e.Value;
m_EventBroker->Publish(ev);
+27 -7
View File
@@ -53,6 +53,19 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
float playerMovementSpeed = player["Player"]["MovementSpeed"];
float playerCrouchSpeed = player["Player"]["CrouchSpeed"];
glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"];
auto playerBoostAssaultEntity = player.FirstChildByName("BoostAssault");
if (playerBoostAssaultEntity.Valid()) {
playerMovementSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
playerCrouchSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
}
bool sniperSprinting = false;
if (player.HasComponent("SprintAbility")) {
if (controller->SniperSprintingCheck()) {
playerMovementSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
playerCrouchSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
sniperSprinting = true;
}
}
if (player.HasComponent("Physics")) {
ComponentWrapper cPhysics = player["Physics"];
@@ -79,18 +92,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
}
glm::vec3& velocity = cPhysics["Velocity"];
bool isOnGround = (bool)cPhysics["IsOnGround"];
ImGui::Text(isOnGround ? "On ground" : "In air");
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
//ImGui::Text(isOnGround ? "On ground" : "In air");
//ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
glm::vec3 groundVelocity(0.f, 0.f, 0.f);
groundVelocity.x = velocity.x;
groundVelocity.z = velocity.z;
ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity));
ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
//ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity));
//ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection));
float currentSpeedProj = glm::dot(groundVelocity, wishDirection);
float addSpeed = wishSpeed - currentSpeedProj;
ImGui::Text("currentSpeedProj: %f", currentSpeedProj);
ImGui::Text("wishSpeed: %f", wishSpeed);
ImGui::Text("addSpeed: %f", addSpeed);
//ImGui::Text("currentSpeedProj: %f", currentSpeedProj);
//ImGui::Text("wishSpeed: %f", wishSpeed);
//ImGui::Text("addSpeed: %f", addSpeed);
if (addSpeed > 0) {
static float accel = 15.f;
@@ -104,6 +117,13 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
//if doubleTapped do Assault Dash - but only boost maximum 50.0f
float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
accelerationSpeed = glm::min(doubleTapDashBoost*glm::min(accelerationSpeed, addSpeed), 50.0f);
//if player has Boost from an Assault class, accelerate the player faster
if (playerBoostAssaultEntity.Valid()) {
accelerationSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
}
if (sniperSprinting) {
accelerationSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
}
velocity += accelerationSpeed * wishDirection;
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
}
+10 -10
View File
@@ -128,6 +128,12 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
// When a player is actually spawned (since the actual spawning is handled on the server)
// Hack should be moved.
// TODO: Set the player name to whatever
EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
if (playerName.Valid()) {
playerName["Text"]["Content"] = e.PlayerName;
}
if (!IsClient) {
return false;
}
@@ -153,12 +159,6 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
}
}
// TODO: Set the player name to whatever
EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
if (playerName.Valid()) {
playerName["Text"]["Content"] = e.PlayerName;
}
return true;
}
@@ -181,10 +181,10 @@ bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
return false;
}
SpawnRequest req;
req.PlayerID = m_PlayerIDs.at(e.Player.ID);
req.Team = cTeam["Team"];
m_SpawnRequests.push_back(req);
SpawnRequest req;
req.PlayerID = m_PlayerIDs.at(e.Player.ID);
req.Team = cTeam["Team"];
m_SpawnRequests.push_back(req);
return true;
}
@@ -384,9 +384,10 @@ bool AssaultWeaponBehaviour::shoot(double damage)
return false;
}
// Check for friendly fire
// If friendly fire - reduce damage to 0 (needed to make Boosts, Ammosharing work)
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)m_Player["Team"]["Team"]) {
return false;
damage = 0;
}
// Deal damage!