5879cb0de4
Reload for assault is only done once now.
523 lines
19 KiB
C++
523 lines
19 KiB
C++
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
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void AssaultWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
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{
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Field<double> fireCooldown = cWeapon["FireCooldown"];
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fireCooldown = glm::max(0.0, fireCooldown - dt);
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WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
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}
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void AssaultWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
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{
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CheckBoost(cWeapon, wi);
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// Start reloading automatically if at 0 mag ammo
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Field<int> magAmmo = cWeapon["MagazineAmmo"];
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if (m_ConfigAutoReload && magAmmo <= 0) {
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//OnReload(cWeapon, wi);
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// Send an input command instead of reloading immediately so the server
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// has a chance to catch up.
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if (IsClient) {
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Events::InputCommand e;
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e.Player = wi.Player;
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e.PlayerID = -1;
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e.Command = "Reload";
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e.Value = 1;
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m_EventBroker->Publish(e);
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e.Value = 0;
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m_EventBroker->Publish(e);
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}
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}
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// Only start reloading once we're done firing
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Field<bool> reloadQueued = cWeapon["ReloadQueued"];
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Field<double> fireCooldown = cWeapon["FireCooldown"];
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Field<bool> isReloading = cWeapon["IsReloading"];
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if (reloadQueued && fireCooldown <= 0) {
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reloadQueued = fireCooldown;
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isReloading = true;
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}
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// Decrement reload timer
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Field<double> reloadTimer = cWeapon["ReloadTimer"];
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if (isReloading) {
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reloadTimer = glm::max(0.0, reloadTimer - dt);
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}
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// Handle reloading
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if (isReloading && reloadTimer <= 0.0) {
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Field<int> magSize = cWeapon["MagazineSize"];
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Field<int> ammo = cWeapon["Ammo"];
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int usedAmmo = glm::max(0, *magSize - *magAmmo);
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magAmmo = glm::clamp(*ammo + *magAmmo, 0, *magSize);
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ammo = glm::max(0, *ammo - usedAmmo);
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isReloading = false;
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if (wi.FirstPersonEntity.Valid()) {
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wi.FirstPersonEntity.FirstChildByName("ViewModel")["Model"]["Visible"] = true;
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}
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if (wi.ThirdPersonEntity.Valid()) {
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wi.ThirdPersonEntity["Model"]["Visible"] = true;
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}
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}
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double reloadTime = cWeapon["ReloadTime"];
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if (isReloading && reloadTimer <= reloadTime / 2) {
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}
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// Restore view angle
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if (IsClient) {
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Field<float> currentTravel = cWeapon["CurrentTravel"];
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Field<float> returnSpeed = cWeapon["ViewReturnSpeed"];
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if (currentTravel > 0) {
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float change = returnSpeed * dt;
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currentTravel = glm::max(0.f, currentTravel - change);
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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if (camera.Valid()) {
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Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
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cameraOrientation.x(cameraOrientation.x() - change);
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}
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}
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}
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// Update first person run animation
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ComponentWrapper cPlayer = wi.Player["Player"];
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ComponentWrapper cPhysics = wi.Player["Physics"];
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const float& movementSpeed = cPlayer["MovementSpeed"];
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float speed = glm::length((const glm::vec3&)cPhysics["Velocity"]);
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float animationWeight = glm::min(speed, movementSpeed) / movementSpeed;
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EntityWrapper rootNode = wi.FirstPersonEntity;
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if (rootNode.Valid()) {
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EntityWrapper blend = rootNode.FirstChildByName("MovementBlendAssault");
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if (blend.Valid()) {
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(Field<double>)blend["Blend"]["Weight"] = animationWeight;
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}
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}
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// Fire if we're able to fire
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if (canFire(cWeapon, wi)) {
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fireBullet(cWeapon, wi);
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}
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}
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void AssaultWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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cWeapon["TriggerHeld"] = true;
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if (canFire(cWeapon, wi)) {
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fireBullet(cWeapon, wi);
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}
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}
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void AssaultWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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cWeapon["TriggerHeld"] = false;
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}
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void AssaultWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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Field<bool> reloadQueued = cWeapon["ReloadQueued"];
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Field<bool> isReloading = cWeapon["IsReloading"];
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if (reloadQueued || isReloading) {
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return;
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}
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Field<int> magAmmo = cWeapon["MagazineAmmo"];
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Field<int> magSize = cWeapon["MagazineSize"];
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if (magAmmo >= magSize) {
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return;
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}
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Field<int> ammo = cWeapon["Ammo"];
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if (ammo <= 0) {
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return;
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}
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Field<double> reloadTime = cWeapon["ReloadTime"];
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Field<double> reloadTimer = cWeapon["ReloadTimer"];
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// Start reload
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reloadQueued = true;
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reloadTimer = reloadTime;
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// Play animation
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playAnimationAndReturn(wi.FirstPersonEntity, "ActionBlend", "Reload");
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// Third person anim
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Events::AutoAnimationBlend b1;
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b1.RootNode = wi.ThirdPersonPlayerModel;
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b1.NodeName = "Reload";
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b1.Restart = true;
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b1.Start = true;
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m_EventBroker->Publish(b1);
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// Spawn explosion effect
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if (wi.FirstPersonEntity.Valid()) {
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if (IsClient) {
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EntityWrapper reloadEffectSpawner = wi.FirstPersonEntity.FirstChildByName("ReloadSpawner");
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if (reloadEffectSpawner.Valid()) {
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reloadEffectSpawner.DeleteChildren();
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SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner);
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}
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}
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wi.FirstPersonEntity.FirstChildByName("ViewModel")["Model"]["Visible"] = false;
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}
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if (wi.ThirdPersonEntity.Valid()) {
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if (IsServer) {
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EntityWrapper reloadEffectSpawner = wi.ThirdPersonEntity.FirstChildByName("ReloadSpawner");
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if (reloadEffectSpawner.Valid()) {
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reloadEffectSpawner.DeleteChildren();
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SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner);
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}
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}
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wi.ThirdPersonEntity["Model"]["Visible"] = false;
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}
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// Sound
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Events::PlaySoundOnEntity e;
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e.Emitter = wi.Player;
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e.FilePath = "Audio/weapon/Assault/AssaultWeaponReload.wav";
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m_EventBroker->Publish(e);
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}
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void AssaultWeaponBehaviour::OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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cWeapon["FireCooldown"] = (double)cWeapon["EquipTime"];
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if (wi.ThirdPersonPlayerModel.Valid()) {
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Events::AutoAnimationBlend b1;
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b1.RootNode = wi.ThirdPersonPlayerModel;
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b1.NodeName = "AssaultWeapon";
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b1.SingleLevelBlend = true;
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m_EventBroker->Publish(b1);
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}
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}
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void AssaultWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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// Make sure the trigger is released if weapon is holstered while firing
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cWeapon["TriggerHeld"] = false;
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// Cancel any reload
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cWeapon["IsReloading"] = false;
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cWeapon["ReloadTimer"] = 0.0;
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}
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void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
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// Ammo
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Field<int> magAmmo = cWeapon["MagazineAmmo"];
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if (magAmmo <= 0) {
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return;
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} else {
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magAmmo -= 1;
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}
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// View punch
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if (IsClient) {
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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if (camera.Valid()) {
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Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
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float viewPunch = cWeapon["ViewPunch"];
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float maxTravelAngle = cWeapon["MaxTravelAngle"];
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Field<float> currentTravel = cWeapon["CurrentTravel"];
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if (currentTravel < maxTravelAngle) {
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float change = viewPunch;
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if (currentTravel + change > maxTravelAngle) {
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change = maxTravelAngle - currentTravel;
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}
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cameraOrientation.x(cameraOrientation.x() + change);
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currentTravel += change;
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}
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}
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}
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// Get weapon model based on current person
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EntityWrapper weaponModelEntity = getRelevantWeaponEntity(wi);
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if (!weaponModelEntity.Valid()) {
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return;
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}
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// Tracer
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EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzleRay");
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if (tracerSpawner.Valid()) {
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glm::vec3 origin = TransformSystem::AbsolutePosition(tracerSpawner);
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glm::vec3 direction = glm::quat(TransformSystem::AbsoluteOrientationEuler(tracerSpawner)) * glm::vec3(0, 0, -1);
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float distance = traceRayDistance(origin, direction);
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EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner, tracerSpawner);
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if (ray.Valid()) {
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((Field<glm::vec3>)ray["Transform"]["Scale"]).x(distance);
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((Field<glm::vec3>)ray["Transform"]["Position"]).z(-distance/2.f);
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}
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}
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//MuzzleFlash
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EntityWrapper muzzleFlashSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzleFlash");
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if (muzzleFlashSpawner.Valid()) {
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std::uniform_real_distribution<float> randomSpreadAngle(0.f, 3.1415f*2);
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EntityWrapper flash = SpawnerSystem::Spawn(muzzleFlashSpawner, muzzleFlashSpawner);
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if (flash.Valid()) {
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((Field<glm::vec3>)flash["Transform"]["Orientation"]).z(randomSpreadAngle(m_RandomEngine));
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}
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}
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// Deal damage
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if (dealDamage(cWeapon, wi)) {
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// Show hit marker
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EntityWrapper hitMarkerSpawner = wi.Player.FirstChildByName("HitMarkerSpawner");
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if (hitMarkerSpawner.Valid()) {
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SpawnerSystem::Spawn(hitMarkerSpawner, hitMarkerSpawner);
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Events::PlaySoundOnEntity e;
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e.Emitter = wi.Player;
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e.FilePath = "Audio/weapon/hitclick.wav";
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m_EventBroker->Publish(e);
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}
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}
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// View punch
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if (IsClient) {
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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if (camera.Valid()) {
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Field<glm::vec3> cameraOrientation = camera["Transform"]["Orientation"];
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float viewPunch = cWeapon["ViewPunch"];
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float maxTravelAngle = cWeapon["MaxTravelAngle"];
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Field<float> currentTravel = cWeapon["CurrentTravel"];
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if (currentTravel < maxTravelAngle) {
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float change = viewPunch;
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if (currentTravel + change > maxTravelAngle) {
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change = maxTravelAngle - currentTravel;
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}
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cameraOrientation.x(cameraOrientation.x() + change);
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currentTravel += change;
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}
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}
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}
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// Play animation
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playAnimationAndReturn(wi.FirstPersonEntity, "ActionBlend", "Fire");
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// Third person anim
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Events::AutoAnimationBlend b1;
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b1.RootNode = wi.ThirdPersonPlayerModel;
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b1.NodeName = "Fire";
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b1.Restart = true;
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b1.Start = true;
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m_EventBroker->Publish(b1);
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// Sound
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Events::PlaySoundOnEntity e;
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e.Emitter = wi.Player;
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e.FilePath = "Audio/weapon/Assault/AssaultWeaponFire.wav";
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m_EventBroker->Publish(e);
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}
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bool AssaultWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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bool triggerHeld = cWeapon["TriggerHeld"];
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bool cooldownPassed = (double)cWeapon["FireCooldown"] <= 0.0;
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bool isNotReloading = !(bool)cWeapon["IsReloading"];
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return triggerHeld && cooldownPassed && isNotReloading;
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}
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bool AssaultWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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// Only deal damage client side
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if (!IsClient) {
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return false;
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}
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// Only handle damage for the local player
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if (wi.Player != LocalPlayer) {
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return false;
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}
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// Make sure the player isn't shooting from the grave
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if (!wi.Player.Valid()) {
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return false;
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}
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// 3D-pick middle of screen
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Rectangle viewport = m_Renderer->GetViewportSize();
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glm::vec2 centerScreen(viewport.Width / 2, viewport.Height / 2);
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// TODO: Some horizontal spread
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PickData pickData = m_Renderer->Pick(centerScreen);
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EntityWrapper victim(m_World, pickData.Entity);
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if (!victim.Valid()) {
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return false;
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}
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// Don't let us somehow shoot ourselves in the foot
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if (victim == LocalPlayer) {
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return false;
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}
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// Only care about players being hit
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if (!victim.HasComponent("Player")) {
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victim = victim.FirstParentWithComponent("Player");
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}
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if (!victim.Valid()) {
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return false;
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}
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double damage = cWeapon["BaseDamage"];
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// If friendly fire, reduce damage to 0 (needed to make Boosts, Ammosharing work)
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if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
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damage = 0;
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}
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// Deal damage!
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Events::PlayerDamage ePlayerDamage;
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ePlayerDamage.Inflictor = wi.Player;
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ePlayerDamage.Victim = victim;
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ePlayerDamage.Damage = damage;
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m_EventBroker->Publish(ePlayerDamage);
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return damage > 0;
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}
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void AssaultWeaponBehaviour::CheckBoost(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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// Only check ammo client side
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if (!IsClient) {
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return;
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}
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// Only handle ammo check for the local player
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if (wi.Player != LocalPlayer) {
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return;
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}
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// Make sure the player isn't checking from the grave
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if (!wi.Player.Valid()) {
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return;
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}
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// 3D-pick middle of screen
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Rectangle viewport = m_Renderer->GetViewportSize();
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glm::vec2 centerScreen(viewport.Width / 2, viewport.Height / 2);
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// TODO: Some horizontal spread
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PickData pickData = m_Renderer->Pick(centerScreen);
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EntityWrapper victim(m_World, pickData.Entity);
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if (!victim.Valid()) {
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return;
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}
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// Don't let us somehow shoot ourselves in the foot
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if (victim == LocalPlayer) {
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return;
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}
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// Only care about players being hit
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if (!victim.HasComponent("Player")) {
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victim = victim.FirstParentWithComponent("Player");
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}
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if (!victim.Valid()) {
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return;
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}
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// If friendly fire, reduce damage to 0 (needed to make Boosts, Ammosharing work)
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if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
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EntityWrapper friendlyBoostHudSpawner = wi.FirstPersonPlayerModel.FirstChildByName("FriendlyBoostAttachment");
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if (friendlyBoostHudSpawner.Valid()) {
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EntityWrapper assaultBoost = victim.FirstChildByName("BoostAssault");
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EntityWrapper defenderBoost = victim.FirstChildByName("BoostDefender");
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EntityWrapper sniperBoost = victim.FirstChildByName("BoostSniper");
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auto children = m_World->GetDirectChildren(friendlyBoostHudSpawner.ID);
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if (children.first == children.second) {
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if (friendlyBoostHudSpawner.HasComponent("Spawner")) {
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EntityWrapper friendlyBoostHud = SpawnerSystem::Spawn(friendlyBoostHudSpawner, friendlyBoostHudSpawner);
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if (friendlyBoostHud.Valid()) {
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EntityWrapper assaultBoostEntity = friendlyBoostHud.FirstChildByName("AssaultBoost");
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if (assaultBoostEntity.Valid()) {
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EntityWrapper active = assaultBoostEntity.FirstChildByName("Active");
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if (active.HasComponent("Text")) {
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if (assaultBoost.Valid()) {
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(Field<bool>)active["Text"]["Visible"] = true;
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} else {
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(Field<bool>)active["Text"]["Visible"] = false;
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}
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}
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}
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EntityWrapper defenderBoostEntity = friendlyBoostHud.FirstChildByName("DefenderBoost");
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if (defenderBoostEntity.Valid()) {
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EntityWrapper active = defenderBoostEntity.FirstChildByName("Active");
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if (active.HasComponent("Text")) {
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if (defenderBoost.Valid()) {
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(Field<bool>)active["Text"]["Visible"] = true;
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} else {
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(Field<bool>)active["Text"]["Visible"] = false;
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}
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}
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}
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EntityWrapper sniperBoostEntity = friendlyBoostHud.FirstChildByName("SniperBoost");
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if (sniperBoostEntity.Valid()) {
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EntityWrapper active = sniperBoostEntity.FirstChildByName("Active");
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if (active.HasComponent("Text")) {
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if (sniperBoost.Valid()) {
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(Field<bool>)active["Text"]["Visible"] = true;
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} else {
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(Field<bool>)active["Text"]["Visible"] = false;
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}
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}
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}
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}
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}
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} else {
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EntityWrapper friendlyBoostHud = friendlyBoostHudSpawner.FirstChildByName("FriendlyBoostHUD");
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if (friendlyBoostHud.Valid()) {
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if(friendlyBoostHud.HasComponent("Lifetime")) {
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(Field<double>)friendlyBoostHud["Lifetime"]["Lifetime"] = 0.5;
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}
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EntityWrapper assaultBoostEntity = friendlyBoostHud.FirstChildByName("AssaultBoost");
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if (assaultBoostEntity.Valid()) {
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EntityWrapper active = assaultBoostEntity.FirstChildByName("Active");
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if (active.HasComponent("Text")) {
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if (assaultBoost.Valid()) {
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(Field<bool>)active["Text"]["Visible"] = true;
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} else {
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(Field<bool>)active["Text"]["Visible"] = false;
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}
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|
}
|
|
}
|
|
|
|
EntityWrapper defenderBoostEntity = friendlyBoostHud.FirstChildByName("DefenderBoost");
|
|
if (defenderBoostEntity.Valid()) {
|
|
EntityWrapper active = defenderBoostEntity.FirstChildByName("Active");
|
|
if (active.HasComponent("Text")) {
|
|
if (defenderBoost.Valid()) {
|
|
(Field<bool>)active["Text"]["Visible"] = true;
|
|
} else {
|
|
(Field<bool>)active["Text"]["Visible"] = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
EntityWrapper sniperBoostEntity = friendlyBoostHud.FirstChildByName("SniperBoost");
|
|
if (sniperBoostEntity.Valid()) {
|
|
EntityWrapper active = sniperBoostEntity.FirstChildByName("Active");
|
|
if (active.HasComponent("Text")) {
|
|
if (sniperBoost.Valid()) {
|
|
(Field<bool>)active["Text"]["Visible"] = true;
|
|
} else {
|
|
(Field<bool>)active["Text"]["Visible"] = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|