Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 8a8c375d3a | |||
| 8936b3d6c3 | |||
| 8a3564ad49 | |||
| 9581e9ac84 |
@@ -2,14 +2,14 @@
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#define EEntityDeleted_h__
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#include "Event.h"
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#include "EntityWrapper.h"
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#include "Entity.h"
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namespace Events
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{
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struct EntityDeleted : Event
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{
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EntityWrapper DeletedEntity;
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EntityID DeletedEntity;
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// True if the entity deletion was triggered because the entity's parent was deleted before it
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bool Cascaded;
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};
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@@ -1,28 +0,0 @@
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#ifndef RespawnSystem_h__
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#define RespawnSystem_h__
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#include "System.h"
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#include "SpawnerSystem.h"
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#include "EEntityDeleted.h"
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#include "EPause.h"
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class RespawnSystem : public PureSystem
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{
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public:
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RespawnSystem(SystemParams params);
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cRespawn, double dt) override;
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private:
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std::unordered_map<EntityWrapper, EntityWrapper> m_LastRespawnedEntity;
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bool m_Paused = false;
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EventRelay<RespawnSystem, Events::EntityDeleted> m_EEntityDeleted;
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bool OnEntityDeleted(const Events::EntityDeleted& e);
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EventRelay<RespawnSystem, Events::Pause> m_EPause;
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bool OnPause(const Events::Pause& e);
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EventRelay<RespawnSystem, Events::Resume> m_EResume;
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bool OnResume(const Events::Resume& e);
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};
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#endif
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@@ -68,7 +68,7 @@ protected:
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const std::string m_ComponentType;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) = 0;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt) = 0;
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};
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class ImpureSystem : public virtual System
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@@ -22,7 +22,7 @@
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#include "../Core/ELockMouse.h"
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#include "../Core/EFileDropped.h"
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#include "../Rendering/Texture.h"
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#include "../Core/ESpawnerSpawn.h"
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#include "Game/Events/ESpawnerSpawn.h"
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class EditorGUI
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{
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@@ -19,6 +19,7 @@ public:
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virtual const glm::vec3 Rotation() const { return m_Rotation; }
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virtual bool Jumping() const { return m_Jumping; }
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virtual bool Crouching() const { return m_Crouching; }
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virtual bool CrouchingLastFrame() const { return m_CrouchingLastFrame; }
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virtual bool DoubleJumping() const { return m_DoubleJumping; }
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virtual void SetDoubleJumping(bool isDoubleJumping) {
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m_DoubleJumping = isDoubleJumping;
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@@ -44,6 +45,7 @@ protected:
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bool m_Jumping = false;
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bool m_DoubleJumping = false;
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bool m_Crouching = false;
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bool m_CrouchingLastFrame = false;
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//assault dash membervariables - needed to calculate the doubletap- and dashlogic
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double m_AssaultDashDoubleTapDeltaTime = 0.0;
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//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
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@@ -82,6 +84,7 @@ void FirstPersonInputController<EventContext>::Reset()
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{
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m_Rotation = glm::vec3(0.f, 0.f, 0.f);
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m_Jumping = false;
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m_CrouchingLastFrame = m_Crouching;
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}
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template <typename EventContext>
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@@ -5,7 +5,7 @@
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#include "Rendering/IRenderer.h"
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#include "Core/ResourceManager.h"
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#include "Core/Event.h"
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#include "Core/SpawnerSystem.h"
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#include "Systems/SpawnerSystem.h"
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#include "GUI/EButtonClicked.h"
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@@ -1,7 +1,7 @@
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#include "Core/System.h"
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#include "Input/EInputCommand.h"
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#include "Core/SpawnerSystem.h"
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#include "Core/ESpawnerSpawn.h"
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#include "Systems/SpawnerSystem.h"
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#include "Events/ESpawnerSpawn.h"
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#include "Core/EPlayerSpawned.h"
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#include "Core/EPlayerDeath.h"
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#include "Rendering/ESetCamera.h"
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@@ -5,7 +5,7 @@
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#include "Rendering/IRenderer.h"
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#include "Core/ResourceManager.h"
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#include "Core/Event.h"
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#include "Core/SpawnerSystem.h"
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#include "Systems/SpawnerSystem.h"
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#include "Core/EventBroker.h"
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#include "Network/ESearchForServers.h"
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@@ -5,7 +5,7 @@
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#include "Common.h"
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#include "GLM.h"
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#include "Core/System.h"
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#include "Core/ESpawnerSpawn.h"
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#include "Events/ESpawnerSpawn.h"
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#include "Core/Transform.h"
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#include "Core/EntityFile.h"
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@@ -6,7 +6,7 @@
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#include "Core/Octree.h"
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#include "Collision/EntityAABB.h"
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#include "Input/EInputCommand.h"
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#include "Core/SpawnerSystem.h"
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#include "Systems/SpawnerSystem.h"
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#include "Rendering/ESetCamera.h"
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#include "Core/ConfigFile.h"
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#include "Rendering/EAutoAnimationBlend.h"
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@@ -68,5 +68,4 @@
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<xs:include schemaLocation="Components/NetworkComponent.xsd"/>
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<xs:include schemaLocation="Components/ServerIdentity.xsd"/>
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<xs:include schemaLocation="Components/ServerList.xsd"/>
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<xs:include schemaLocation="Components/Respawn.xsd"/>
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</xs:schema>
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@@ -1,5 +0,0 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Respawn xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Respawn.xsd">
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<Delay>0</Delay>
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<_RespawnCountdown>0</_RespawnCountdown>
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</Respawn>
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@@ -1,17 +0,0 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="Respawn">
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<xs:annotation>
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<xs:documentation>Triggers a Spawner component after its last spawned entity is destroyed with an optional delay.</xs:documentation>
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="Delay" type="t:double" minOccurs="0"/>
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<xs:element name="_RespawnCountdown" type="t:double" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -2,13 +2,19 @@
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<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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<c:NetworkComponent/>
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<c:HealthPickup/>
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<c:Model>
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<Resource>Models/Props/PickUps/HealthPickUp.mesh</Resource>
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</c:Model>
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<c:NetworkComponent/>
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<c:RaptorCopter>
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<Speed>8</Speed>
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<Axis X="0" Y="0.100000001" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Scale X="0.25" Y="0.25" Z="0.25"/>
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<Position X="0" Y="2.36784196" Z="0"/>
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<Scale X="0.600000024" Y="0.600000024" Z="0.600000024"/>
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<Orientation X="0" Y="18767.0273" Z="0"/>
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</c:Transform>
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<c:Trigger/>
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</Components>
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@@ -1,58 +0,0 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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<c:Transform>
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<Position X="0" Y="-0.871185362" Z="1.77631724"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Model>
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<Resource>Models/Props/PickUps/PickUpHolder.mesh</Resource>
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<Shadow>false</Shadow>
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</c:Model>
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<c:Transform>
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<Scale X="0.479999989" Y="0.479999989" Z="0.479999989"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="1.41138339" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Respawn>
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<Delay>3</Delay>
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</c:Respawn>
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<c:RaptorCopter>
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<Speed>1</Speed>
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:FloatingEffect>
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<Period>2</Period>
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<Time>75.797556530109119</Time>
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<Axis X="0" Y="0.200000003" Z="0"/>
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</c:FloatingEffect>
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<c:Spawner>
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<EntityFile>Schema/Entities/HealthPickup.xml</EntityFile>
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</c:Spawner>
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<c:Transform>
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<Position X="-0" Y="-0.118795805" Z="-0"/>
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<Orientation X="0" Y="13.0735149" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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@@ -71,7 +71,6 @@
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<xs:element ref="c:NetworkComponent" minOccurs="0"/>
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<xs:element ref="c:ServerIdentity" minOccurs="0"/>
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<xs:element ref="c:ServerList" minOccurs="0"/>
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<xs:element ref="c:Respawn" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -470,6 +470,7 @@ bool AABBvsTriangle(const AABB& box,
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}
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glm::vec3 cornerResolution = (1+t) * diagonal;
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cornerResolution = glm::dot(cornerResolution, triNormal) * triNormal;
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//Overwrite the smallest resolution if cornerResolution is smaller.
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float lenSq = glm::length2(cornerResolution);
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if (lenSq < resolveShortest.DistanceSq) {
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@@ -88,12 +88,11 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
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glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
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bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
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bool isOnGround = (bool)cPhysics["IsOnGround"];
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float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
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if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
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//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
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(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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boxA = *Collision::EntityAbsoluteAABB(entity);
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cPhysics["Velocity"] = inOutVelocity;
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if (isOnGround) {
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@@ -1,54 +0,0 @@
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#include "Core/RespawnSystem.h"
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RespawnSystem::RespawnSystem(SystemParams params)
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: System(params)
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, PureSystem("Respawn")
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{
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EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &RespawnSystem::OnEntityDeleted);
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &RespawnSystem::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EResume, &RespawnSystem::OnResume);
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}
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void RespawnSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cRespawn, double dt)
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{
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if (m_Paused) {
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return;
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}
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if (!entity.HasComponent("Spawner")) {
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return;
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}
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EntityWrapper& lastRespawnedEntity = m_LastRespawnedEntity[entity];
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if (!lastRespawnedEntity.Valid()) {
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double& _respawnCountdown = cRespawn["_RespawnCountdown"];
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_respawnCountdown -= dt;
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if (_respawnCountdown <= 0) {
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lastRespawnedEntity = SpawnerSystem::Spawn(entity, entity);
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_respawnCountdown = cRespawn["Delay"];
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}
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}
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}
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bool RespawnSystem::OnEntityDeleted(const Events::EntityDeleted& e)
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{
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m_LastRespawnedEntity.erase(e.DeletedEntity);
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return true;
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}
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bool RespawnSystem::OnPause(const Events::Pause& e)
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{
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if (e.World == m_World) {
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m_Paused = true;
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}
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return true;
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}
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bool RespawnSystem::OnResume(const Events::Resume& e)
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{
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if (e.World == m_World) {
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m_Paused = false;
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}
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return true;
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}
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@@ -223,7 +223,7 @@ void World::deleteEntityRecursive(EntityID entity, bool cascaded /*= false*/)
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if (m_EventBroker != nullptr) {
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Events::EntityDeleted e;
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e.DeletedEntity = EntityWrapper(this, entity);
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e.DeletedEntity = entity;
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e.Cascaded = cascaded;
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m_EventBroker->Publish(e);
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}
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@@ -494,7 +494,7 @@ bool Server::OnEntityDeleted(const Events::EntityDeleted & e)
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{
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if (!e.Cascaded) {
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Packet packet = Packet(MessageType::EntityDeleted);
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packet.WritePrimitive<EntityID>(e.DeletedEntity.ID);
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packet.WritePrimitive<EntityID>(e.DeletedEntity);
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reliableBroadcast(packet);
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}
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return false;
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@@ -283,7 +283,7 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
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bool AnimationSystem::OnEntityDeleted(Events::EntityDeleted& e)
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{
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EntityWrapper entity = e.DeletedEntity;
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EntityWrapper entity = EntityWrapper(m_World, e.DeletedEntity);
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if (entity.HasComponent("Model")) {
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Model* model;
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+1
-3
@@ -7,7 +7,7 @@
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#include "Systems/RaptorCopterSystem.h"
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#include "Systems/HealthSystem.h"
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#include "Systems/PlayerMovementSystem.h"
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#include "Core/SpawnerSystem.h"
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#include "Systems/SpawnerSystem.h"
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#include "Systems/PlayerSpawnSystem.h"
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#include "Systems/PlayerDeathSystem.h"
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#include "Systems/FloatingEffectSystem.h"
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@@ -40,7 +40,6 @@
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#include "Game/Systems/MainMenuSystem.h"
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#include "Game/Systems/ServerListSystem.h"
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#include "Game/Systems/StartSystem.h"
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#include "Core/RespawnSystem.h"
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#include "Rendering/TextureSprite.h"
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@@ -136,7 +135,6 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<RespawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AssaultWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
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m_SystemPipeline->AddSystem<DefenderWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
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@@ -67,7 +67,7 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
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bool PlayerDeathSystem::OnEntityDeleted(Events::EntityDeleted& e)
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{
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// We only care about when the local players death effect is removed.
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if (m_LocalPlayerDeathEffect != e.DeletedEntity) {
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if (m_LocalPlayerDeathEffect.ID != e.DeletedEntity) {
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return false;
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}
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@@ -264,6 +264,11 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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size = glm::vec3(1.f, 1.f, 1.f);
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} else {
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size = glm::vec3(1.f, 1.6f, 1.f);
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if (controller->CrouchingLastFrame() && isOnGround) {
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// The collision should resolve this anyway, but
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// this is more reliable, since the box gets larger.
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((glm::vec3&)cTransform["Position"]).y += 0.3f;
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}
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}
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}
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|
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@@ -1,4 +1,4 @@
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#include "Core/SpawnerSystem.h"
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#include "Systems/SpawnerSystem.h"
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#include "Collision/Collision.h"
|
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|
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SpawnerSystem::SpawnerSystem(SystemParams params)
|
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Reference in New Issue
Block a user