95f9065037
# Conflicts: # include/Engine/Sound/SoundManager.h
346 lines
12 KiB
C++
346 lines
12 KiB
C++
#include "Systems/Weapon/DefenderWeaponBehaviour.h"
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void DefenderWeaponBehaviour::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 DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
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{
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// Decrement reload timer
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Field<double> reloadTimer = cWeapon["ReloadTimer"];
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reloadTimer = glm::max(0.0, reloadTimer - dt);
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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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}
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// Handle reloading
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Field<bool> isReloading = cWeapon["IsReloading"];
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if (isReloading && reloadTimer <= 0.0) {
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double reloadTime = cWeapon["ReloadTime"];
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Field<int> magSize = cWeapon["MagazineSize"];
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Field<int> ammo = cWeapon["Ammo"];
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if (magAmmo < magSize && ammo > 0) {
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ammo -= 1;
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magAmmo += 1;
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reloadTimer = reloadTime;
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Events::PlaySoundOnEntity e;
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e.Emitter = wi.Player;
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e.FilePath = "Audio/weapon/Zoom.wav";
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m_EventBroker->Publish(e);
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} else {
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isReloading = false;
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playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "ReloadEnd");
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}
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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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// Fire if we're able to fire
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if (canFire(cWeapon, wi)) {
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fireShell(cWeapon, wi);
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}
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}
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void DefenderWeaponBehaviour::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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fireShell(cWeapon, wi);
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}
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}
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void DefenderWeaponBehaviour::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 DefenderWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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Field<bool> isReloading = cWeapon["IsReloading"];
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if (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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double reloadTime = cWeapon["ReloadTime"];
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Field<double> reloadTimer = cWeapon["ReloadTimer"];
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// Start reload
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isReloading = true;
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reloadTimer = reloadTime;
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// Play animation
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if (wi.FirstPersonEntity.Valid()) {
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Events::AutoAnimationBlend eBlendStart;
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eBlendStart.RootNode = wi.FirstPersonEntity;
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eBlendStart.NodeName = "ReloadStart";
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eBlendStart.Restart = true;
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eBlendStart.Start = true;
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m_EventBroker->Publish(eBlendStart);
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Events::AutoAnimationBlend eBlendLoop;
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eBlendLoop.RootNode = wi.FirstPersonEntity;
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eBlendLoop.NodeName = "ReloadLoop";
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eBlendLoop.Restart = true;
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eBlendLoop.Start = true;
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eBlendLoop.AnimationEntity = wi.FirstPersonEntity.FirstChildByName("ReloadStart");
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m_EventBroker->Publish(eBlendLoop);
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}
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}
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void DefenderWeaponBehaviour::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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bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e)
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{
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if (e.Command == "SpecialAbility") {
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EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
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if (attachment.Valid()) {
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if (e.Value > 0) {
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if (IsServer) {
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SpawnerSystem::Spawn(attachment, attachment);
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}
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if (IsClient) {
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EntityWrapper root = wi.FirstPersonEntity;
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if (root.Valid()) {
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EntityWrapper animationNode = root.FirstChildByName("Shield");
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if (animationNode.Valid()) {
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Events::AutoAnimationBlend eFireBlend;
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eFireBlend.RootNode = root;
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eFireBlend.NodeName = "Shield";
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eFireBlend.Restart = true;
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eFireBlend.Start = true;
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m_EventBroker->Publish(eFireBlend);
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}
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}
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}
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} else {
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attachment.DeleteChildren();
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if (IsClient) {
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EntityWrapper root = wi.FirstPersonEntity;
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if (root.Valid()) {
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EntityWrapper animationNode = root.FirstChildByName("ActionBlend");
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if (animationNode.Valid()) {
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Events::AutoAnimationBlend eFireBlend;
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eFireBlend.RootNode = root;
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eFireBlend.NodeName = "ActionBlend";
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eFireBlend.Restart = true;
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eFireBlend.Start = true;
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m_EventBroker->Publish(eFireBlend);
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}
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}
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}
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}
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}
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}
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return false;
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}
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void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi)
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{
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cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
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// Stop reloading
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Field<bool> isReloading = cWeapon["IsReloading"];
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isReloading = false;
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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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int numPellets = cWeapon["NumPellets"];
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float spreadAngle = cWeapon["SpreadAngle"];
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std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
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// Calculate pellet angles
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// HACK: Random for now?
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// TODO: Make distribution even for each quadrant
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std::vector<glm::vec2> pelletAngles;
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for (int i = 0; i < numPellets; i++) {
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pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine)));
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}
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double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets;
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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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// Tracers
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EntityWrapper weaponModelEntity;
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if (wi.Player == LocalPlayer) {
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weaponModelEntity = wi.FirstPersonEntity;
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} else {
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weaponModelEntity = wi.ThirdPersonEntity;
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}
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if (weaponModelEntity.Valid()) {
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EntityWrapper spawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
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Events::PlaySoundOnEntity e;
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e.Emitter = weaponModelEntity;
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e.FilePath = "Audio/weapon/Shotgun/ShotgunFire.wav";
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e.Gain = 1.f;
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if (IsClient) {
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m_EventBroker->Publish(e);
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}
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for (auto& angles : pelletAngles) {
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glm::vec3 direction = TransformSystem::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);
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float distance = traceRayDistance(TransformSystem::AbsolutePosition(spawner), direction);
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EntityWrapper ray = SpawnerSystem::Spawn(spawner);
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((Field<glm::vec3>)ray["Transform"]["Scale"]).z(distance / 100.f);
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Field<glm::vec3> orientation = ray["Transform"]["Orientation"];
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orientation.x(orientation.x() + angles.x);
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orientation.y(orientation.y() + angles.y);
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glm::vec3 trajectory = direction * distance;
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dealDamage(cWeapon, wi, direction, pelletDamage);
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}
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}
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// Play animation
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playAnimationAndReturn(wi.FirstPersonEntity, "FinalBlend", "Fire");
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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/Blast.wav";
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m_EventBroker->Publish(e);
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}
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void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
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{
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// Only deal damage client side
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if (!IsClient) {
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return;
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}
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// Only handle shooting 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 shooting from the grave
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if (!wi.Player.Valid()) {
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return;
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}
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glm::vec3 maxRange = direction * 2.f;
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EntityWrapper camera = wi.Player.FirstChildByName("Camera");
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glm::vec3 cameraPosition = TransformSystem::AbsolutePosition(camera);
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if (!camera.Valid()) {
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return;
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}
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Rectangle screenResolution = m_Renderer->GetViewportSize();
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glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
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glm::vec2 screenCoords = cameraFromEntity(m_CurrentCamera).WorldToScreen(cameraPosition + maxRange, m_Renderer->GetViewportSize());
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PickData pickData = m_Renderer->Pick(centerScreen + screenCoords);
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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 shoot ourselves in the foot somehow
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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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// Check for friendly fire
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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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}
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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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LOG_DEBUG("Damage: %f", damage);
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}
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bool DefenderWeaponBehaviour::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 isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
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return triggerHeld && cooldownPassed && isNotShielding;
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}
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Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
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{
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ComponentWrapper cTransform = camera["Transform"];
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ComponentWrapper cCamera = camera["Camera"];
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Camera cam(
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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["NearClip"],
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(double)cCamera["FarClip"]
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);
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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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return cam;
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}
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