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Author SHA1 Message Date
verysecrethero e7de7ccf8c Just a reminder to not return at friendly fire because of Boosts 2016-03-03 17:47:07 +01:00
@@ -117,7 +117,7 @@ void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, do
if (!wi.Player.Valid()) { if (!wi.Player.Valid()) {
return; return;
} }
glm::vec3 maxRange = direction * 2.f; glm::vec3 maxRange = direction * 2.f;
EntityWrapper camera = wi.Player.FirstChildByName("Camera"); EntityWrapper camera = wi.Player.FirstChildByName("Camera");
glm::vec3 cameraPosition = Transform::AbsolutePosition(camera); glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
@@ -147,8 +147,9 @@ void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, do
} }
// Check for friendly fire // Check for friendly fire
//this needs to not return, for the boosts. in all weaponclasses: assault,defender,sniper
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) { if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
return; damage = 0;
} }
// Deal damage! // Deal damage!
@@ -177,11 +178,11 @@ Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
ComponentWrapper cTransform = camera["Transform"]; ComponentWrapper cTransform = camera["Transform"];
ComponentWrapper cCamera = camera["Camera"]; ComponentWrapper cCamera = camera["Camera"];
Camera cam( Camera cam(
(float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, (float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height,
(double)cCamera["FOV"], (double)cCamera["FOV"],
(double)cCamera["NearClip"], (double)cCamera["NearClip"],
(double)cCamera["FarClip"] (double)cCamera["FarClip"]
); );
cam.SetPosition(cTransform["Position"]); cam.SetPosition(cTransform["Position"]);
cam.SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"])); cam.SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
return cam; return cam;