Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| bdbf864934 | |||
| f269caafed |
+2
-2
@@ -1,6 +1,6 @@
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[submodule "assets"]
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path = assets
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url = https://imon.nu/git/BTH/Axyz-assets.git
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url = tacticalz@1.drake.imon.nu:TacticalZ-assets
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[submodule "deps"]
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path = deps
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url = https://imon.nu/git/BTH/Axyz-deps.git
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url = tacticalz@1.drake.imon.nu:TacticalZ-deps
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@@ -31,17 +31,8 @@
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<Components>
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<c:Animation>
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<AnimationName>ActivateShieldU</AnimationName>
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<Loop>false</Loop>
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</c:Animation>
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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 name="Idle">
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<Components>
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<c:Animation>
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<AnimationName>ShieldFrontU</AnimationName>
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<Play>true</Play>
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<Loop>false</Loop>
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</c:Animation>
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<c:Transform/>
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</Components>
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@@ -74,16 +65,7 @@
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<Components>
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<c:Animation>
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<AnimationName>ActivateShieldU</AnimationName>
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<Loop>false</Loop>
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</c:Animation>
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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 name="Idle">
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<Components>
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<c:Animation>
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<AnimationName>ShieldFrontU</AnimationName>
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<Play>true</Play>
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<Loop>false</Loop>
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</c:Animation>
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<c:Transform/>
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@@ -321,8 +321,7 @@ void main()
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float shadowFactor = 0.0;
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for(int i = start; i < start + amount; i++) {
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vec3 shadowColor = vec3(1.0);
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int l = int(LightIndex[i]);
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LightSource light = LightSources.List[l];
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@@ -334,11 +333,13 @@ void main()
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int DepthMapIndex = getShadowIndex(FarDistance);
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light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex);
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shadowColor = min(vec3(shadowFactor), vec3(1.0));
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}
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totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao * shadowColor, light_result.Diffuse.a);
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totalLighting.Specular += vec4(light_result.Specular.rgb * ao * shadowColor, light_result.Specular.a);
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totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
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totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
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}
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totalLighting.Diffuse *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
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totalLighting.Specular *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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@@ -160,9 +160,9 @@ bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInf
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}
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}
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if (IsServer) {
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SpawnerSystem::Spawn(attachment, attachment);
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}
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SpawnerSystem::Spawn(attachment, attachment);
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/*
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EntityWrapper backAttachment = attachment.FirstChildByName("Back");
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if (backAttachment.Valid()) {
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@@ -172,7 +172,11 @@ bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInf
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eDeployShieldAttachement.Restart = true;
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eDeployShieldAttachement.Start = true;
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m_EventBroker->Publish(eDeployShieldAttachement);
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} else {
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LOG_ERROR("back shield invalid");
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}
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EntityWrapper frontAttachment = attachment.FirstChildByName("Front");
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if (frontAttachment.Valid()) {
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Events::AutoAnimationBlend eDeployShieldAttachement;
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@@ -182,7 +186,10 @@ bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInf
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eDeployShieldAttachement.Start = true;
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m_EventBroker->Publish(eDeployShieldAttachement);
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} else {
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LOG_ERROR("front shield invalid");
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}
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*/
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if (IsClient) {
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EntityWrapper root = wi.FirstPersonEntity;
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