Compare commits
10 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 981dc3467e | |||
| 42af029a26 | |||
| 2e5dfc609a | |||
| ba6d2b758d | |||
| 12dd1d21de | |||
| e5dba6604b | |||
| 52d3cb3ebf | |||
| 68b0175b3d | |||
| 0e0a486c01 | |||
| 2cfbe0f785 |
@@ -23,6 +23,7 @@ public:
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private:
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void renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix);
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std::string parseColors(std::string text, std::map<int, glm::vec4>& colorChanges, glm::vec4 originalColor);
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Font* font;
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GLuint VAO, VBO;
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@@ -40,5 +40,17 @@ private:
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};
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std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
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void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
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//class
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enum class PlayerClass {
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Assault,
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Defender,
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Sniper,
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None
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};
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//helper methods
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bool DoesPlayerHaveMaxAmmo(EntityWrapper &player);
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PlayerClass DetermineClass(EntityWrapper &player);
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void SetPlayerAmmo(EntityWrapper &player, int ammoGain);
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int GetPlayerMaxAmmo(EntityWrapper &player);
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};
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#endif
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@@ -7,23 +7,23 @@ TextPass::TextPass()
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void TextPass::Initialize()
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{
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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m_TextProgram = ResourceManager::Load<ShaderProgram>("#TextProgram");
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m_TextProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Text.vert.glsl")));
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m_TextProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Text.frag.glsl")));
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m_TextProgram->Compile();
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m_TextProgram->BindFragDataLocation(0, "sceneColor");
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m_TextProgram->BindFragDataLocation(1, "bloomColor");
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m_TextProgram->Link();
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m_TextProgram = ResourceManager::Load<ShaderProgram>("#TextProgram");
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m_TextProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Text.vert.glsl")));
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m_TextProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Text.frag.glsl")));
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m_TextProgram->Compile();
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m_TextProgram->BindFragDataLocation(0, "sceneColor");
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m_TextProgram->BindFragDataLocation(1, "bloomColor");
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m_TextProgram->Link();
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}
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void TextPass::Update()
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@@ -33,81 +33,180 @@ void TextPass::Update()
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void TextPass::Draw(RenderScene& scene, FrameBuffer& frameBuffer)
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{
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GLERROR("Derp1");
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TextPassState* state = new TextPassState(frameBuffer.GetHandle());
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for (auto &job : scene.Jobs.Text) {
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auto textJob = std::dynamic_pointer_cast<TextJob>(job);
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if (textJob) {
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GLERROR("Derp1");
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TextPassState* state = new TextPassState(frameBuffer.GetHandle());
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for (auto &job : scene.Jobs.Text) {
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auto textJob = std::dynamic_pointer_cast<TextJob>(job);
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if (textJob) {
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renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix());
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}
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}
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GLERROR("Derp2");
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delete state;
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renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix());
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}
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}
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GLERROR("Derp2");
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delete state;
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}
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std::string TextPass::parseColors(std::string text, std::map<int, glm::vec4>& colorChanges, glm::vec4 originalColor)
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{
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std::string parsedString = text;
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glm::vec4 newColor = originalColor;
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bool colorChange = false;
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for (std::string::const_iterator c = parsedString.begin(); c != parsedString.end(); c++) {
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if (*c == char(92)) { // Backlash
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if ((c + 1) != parsedString.end()) {
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if (*(c + 1) == char('C')) { // C for Color
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if ((c + 7) != parsedString.end()) {
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bool hasCorrectFormat = true;
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for (std::string::const_iterator colorC = c + 2; colorC != c + 8; colorC++) {
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if (*colorC < '0' || *colorC > 'F') {
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hasCorrectFormat = false;
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break;
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}
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}
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if (hasCorrectFormat == true) {
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colorChange = true;
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std::array<int, 3> hexToInt = {
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std::stoi(std::string(c + 2, c + 4), 0, 16),
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std::stoi(std::string(c + 4, c + 6), 0, 16),
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std::stoi(std::string(c + 6, c + 8), 0, 16)
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};
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newColor = glm::vec4(
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float(hexToInt[0]) / 255.f,
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float(hexToInt[1]) / 255.f,
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float(hexToInt[2]) / 255.f,
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newColor.a);
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parsedString.erase(c, (c + 8));
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}
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}
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}
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if (*(c + 1) == char('A')) { // A for Alpha
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if ((c + 3) != parsedString.end()) {
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bool hasCorrectFormat = true;
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for (std::string::const_iterator colorC = c + 2; colorC != c + 4; colorC++) {
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if (*colorC < '0' || *colorC > 'F') {
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hasCorrectFormat = false;
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break;
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}
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}
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if (hasCorrectFormat == true) {
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colorChange = true;
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int hexToInt = std::stoi(std::string(c + 2, c + 4), 0, 16);
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newColor = glm::vec4(
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newColor.r,
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newColor.g,
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newColor.b,
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float(hexToInt) / 255.f);
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parsedString.erase(c, (c + 4));
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}
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}
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}
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if ((*(c + 1) >= '1' && *(c + 1) <= '9') || *(c + 1) == 'B' || *(c + 1) == 'E' || *(c + 1) == 'F') { // Icons
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if (*(c + 1) >= '1' && *(c + 1) <= '9') {
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parsedString.replace(c, (c + 2), 1, (*(c + 1) - 48));
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}
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else {
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parsedString.replace(c, (c + 2), 1, (*(c + 1) - 55));
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}
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}
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if (colorChange) {
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colorChanges[c - parsedString.begin()] = newColor;
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}
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}
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}
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}
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return parsedString;
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}
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void TextPass::renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix)
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{
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GLfloat penX = 0;
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GLfloat penY = 0;
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GLfloat scale = 1.0/font->FontSize;
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GLfloat penX = 0;
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GLfloat penY = 0;
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GLfloat scale = 1.0 / font->FontSize;
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GLfloat stringWidth = 0.f;
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GLfloat stringWidth = 0.f;
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for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
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Font::Character ch = font->m_Characters[*c];
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stringWidth += (ch.Advance >> 6) * scale;
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}
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std::map<int, glm::vec4> colorChanges;
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std::string parsedText = parseColors(text, colorChanges, color);
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if(alignment == TextJob::AlignmentEnum::Center) {
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penX = -stringWidth/2.f;
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} else if (alignment == TextJob::AlignmentEnum::Right) {
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penX = -stringWidth;
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} else {
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penX = 0;
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}
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for (std::string::const_iterator c = parsedText.begin(); c != parsedText.end(); c++) {
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Font::Character ch = font->m_Characters[*c];
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stringWidth += (ch.Advance >> 6) * scale;
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}
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m_TextProgram->Bind();
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glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(color));
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glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(VAO);
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if (alignment == TextJob::AlignmentEnum::Center) {
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penX = -stringWidth / 2.f;
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}
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else if (alignment == TextJob::AlignmentEnum::Right) {
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penX = -stringWidth;
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}
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else {
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penX = 0;
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}
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for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
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Font::Character ch = font->m_Characters[*c];
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GLfloat xpos = penX + ch.Bearing.x * scale;
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GLfloat ypos = penY - (ch.Size.y - ch.Bearing.y) * scale;
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m_TextProgram->Bind();
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glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(color));
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glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(VAO);
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GLfloat w = ch.Size.x * scale;
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GLfloat h = ch.Size.y * scale;
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GLfloat vertices[6][4] = {
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{ xpos, ypos + h, 0.0, 0.0 },
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{ xpos, ypos, 0.0, 1.0 },
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{ xpos + w, ypos, 1.0, 1.0 },
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for (std::string::const_iterator c = parsedText.begin(); c != parsedText.end(); c++) {
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{ xpos, ypos + h, 0.0, 0.0 },
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{ xpos + w, ypos, 1.0, 1.0 },
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{ xpos + w, ypos + h, 1.0, 0.0 }
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};
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auto it = colorChanges.find(c - parsedText.begin());
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if (it != colorChanges.end()) {
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glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(it->second));
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}
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glBindTexture(GL_TEXTURE_2D, ch.TextureID);
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Font::Character ch = font->m_Characters[*c];
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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penX += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64)
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}
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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GLfloat xpos = penX + ch.Bearing.x * scale;
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GLfloat ypos = penY - (ch.Size.y - ch.Bearing.y) * scale;
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GLERROR("Text rendering Error");
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GLfloat w = ch.Size.x * scale;
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GLfloat h = ch.Size.y * scale;
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GLfloat vertices[6][4] = {
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{ xpos, ypos + h, 0.0, 0.0 },
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{ xpos, ypos, 0.0, 1.0 },
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{ xpos + w, ypos, 1.0, 1.0 },
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{ xpos, ypos + h, 0.0, 0.0 },
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{ xpos + w, ypos, 1.0, 1.0 },
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{ xpos + w, ypos + h, 1.0, 0.0 }
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};
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glBindTexture(GL_TEXTURE_2D, ch.TextureID);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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penX += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64)
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}
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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GLERROR("Text rendering Error");
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}
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@@ -37,8 +37,7 @@ void AmmoPickupSystem::Update(double dt)
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//erase the current element (somePickup)
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it = m_ETriggerTouchVector.erase(it);
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}
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else {
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} else {
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it++;
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}
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}
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@@ -48,7 +47,7 @@ void AmmoPickupSystem::Update(double dt)
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m_PickupAtMaximum.erase(it);
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break;
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}
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if ((int)it->player["AssaultWeapon"]["Ammo"] < (int)it->player["AssaultWeapon"]["MaxAmmo"]) {
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if (!DoesPlayerHaveMaxAmmo(it->player)) {
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DoPickup(it->player, it->trigger);
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m_PickupAtMaximum.erase(it);
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break;
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@@ -56,6 +55,58 @@ void AmmoPickupSystem::Update(double dt)
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}
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}
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}
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bool AmmoPickupSystem::DoesPlayerHaveMaxAmmo(EntityWrapper &player) {
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PlayerClass playerClass = DetermineClass(player);
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if (playerClass == PlayerClass::Defender) {
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return !((int)player["DefenderWeapon"]["Ammo"] < (int)player["DefenderWeapon"]["MaxAmmo"]);
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} else if (playerClass == PlayerClass::Sniper) {
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return !((int)player["SniperWeapon"]["Ammo"] < (int)player["SniperWeapon"]["MaxAmmo"]);
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} else if (playerClass == PlayerClass::Assault) {
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return !((int)player["AssaultWeapon"]["Ammo"] < (int)player["AssaultWeapon"]["MaxAmmo"]);
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} else {
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return false;
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}
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}
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void AmmoPickupSystem::SetPlayerAmmo(EntityWrapper &player, int ammoGain) {
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int maxWeaponAmmo = GetPlayerMaxAmmo(player);
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PlayerClass playerClass = DetermineClass(player);
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if (playerClass == PlayerClass::Defender) {
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(int&)player["DefenderWeapon"]["Ammo"] = std::min((int)player["DefenderWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
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} else if (playerClass == PlayerClass::Sniper) {
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(int&)player["SniperWeapon"]["Ammo"] = std::min((int)player["SniperWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
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} else if (playerClass == PlayerClass::Assault) {
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(int&)player["AssaultWeapon"]["Ammo"] = std::min((int)player["AssaultWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
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} else {
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//unknown class - ignore
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}
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}
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int AmmoPickupSystem::GetPlayerMaxAmmo(EntityWrapper &player) {
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PlayerClass playerClass = DetermineClass(player);
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if (playerClass == PlayerClass::Defender) {
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return (int)player["DefenderWeapon"]["MaxAmmo"];
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} else if (playerClass == PlayerClass::Sniper) {
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return (int)player["SniperWeapon"]["MaxAmmo"];
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} else if (playerClass == PlayerClass::Assault) {
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return (int)player["AssaultWeapon"]["MaxAmmo"];
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} else {
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return -1;
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}
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}
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AmmoPickupSystem::PlayerClass AmmoPickupSystem::DetermineClass(EntityWrapper &player)
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{
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//determine the class based on what component the inflictor-player has
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if (m_World->HasComponent(player.ID, "DashAbility")) {
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return PlayerClass::Assault;
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}
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if (m_World->HasComponent(player.ID, "ShieldAbility")) {
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return PlayerClass::Defender;
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}
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if (m_World->HasComponent(player.ID, "SprintAbility")) {
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return PlayerClass::Sniper;
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}
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return PlayerClass::None;
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}
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bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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{
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@@ -63,7 +114,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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return false;
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}
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//TODO: add other weapontypes
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if (!e.Entity.HasComponent("AssaultWeapon")) {
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if (DetermineClass(e.Entity) == PlayerClass::None) {
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return false;
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}
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if (!e.Trigger.HasComponent("AmmoPickup")) {
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@@ -71,7 +122,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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}
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//if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
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if ((int)e.Entity["AssaultWeapon"]["Ammo"] >= (int)e.Entity["AssaultWeapon"]["MaxAmmo"]) {
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if (DoesPlayerHaveMaxAmmo(e.Entity)) {
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m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
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return false;
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}
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@@ -85,19 +136,16 @@ bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
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return false;
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}
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//TODO: add other weapontypes
|
||||
if (!e.Player.HasComponent("AssaultWeapon")) {
|
||||
if (DetermineClass(e.Player) == PlayerClass::None) {
|
||||
return false;
|
||||
}
|
||||
int maxWeaponAmmo = (int)e.Player["AssaultWeapon"]["MaxAmmo"];
|
||||
int& currentAmmo = (int)e.Player["AssaultWeapon"]["Ammo"];
|
||||
//cant pick up ammopacks if you are already at MaxAmmo
|
||||
if (currentAmmo >= maxWeaponAmmo) {
|
||||
if (DoesPlayerHaveMaxAmmo(e.Player)) {
|
||||
return false;
|
||||
}
|
||||
SetPlayerAmmo(e.Player, e.AmmoGain);
|
||||
|
||||
currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
|
||||
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
|
||||
@@ -119,7 +167,7 @@ void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
|
||||
if (!trigger.Valid()) {
|
||||
return;
|
||||
}
|
||||
int maxWeaponAmmo = (int)player["AssaultWeapon"]["MaxAmmo"];
|
||||
int maxWeaponAmmo = GetPlayerMaxAmmo(player);
|
||||
int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
|
||||
|
||||
Events::AmmoPickup ePlayerAmmoPickup;
|
||||
|
||||
Reference in New Issue
Block a user