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AssaultBoost
| Author | SHA1 | Date | |
|---|---|---|---|
| e7de7ccf8c |
@@ -117,7 +117,7 @@ void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, do
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if (!wi.Player.Valid()) {
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if (!wi.Player.Valid()) {
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return;
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return;
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}
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}
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glm::vec3 maxRange = direction * 2.f;
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glm::vec3 maxRange = direction * 2.f;
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
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glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
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@@ -147,8 +147,9 @@ void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, do
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}
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}
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// Check for friendly fire
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// Check for friendly fire
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//this needs to not return, for the boosts. in all weaponclasses: assault,defender,sniper
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if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
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if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
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return;
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damage = 0;
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}
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}
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// Deal damage!
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// Deal damage!
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@@ -177,11 +178,11 @@ Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
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ComponentWrapper cTransform = camera["Transform"];
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ComponentWrapper cTransform = camera["Transform"];
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ComponentWrapper cCamera = camera["Camera"];
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ComponentWrapper cCamera = camera["Camera"];
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Camera cam(
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Camera cam(
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(float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height,
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(float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height,
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(double)cCamera["FOV"],
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(double)cCamera["FOV"],
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(double)cCamera["NearClip"],
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(double)cCamera["NearClip"],
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(double)cCamera["FarClip"]
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(double)cCamera["FarClip"]
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);
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);
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cam.SetPosition(cTransform["Position"]);
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cam.SetPosition(cTransform["Position"]);
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cam.SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
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cam.SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
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return cam;
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return cam;
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