255 lines
9.8 KiB
C++
255 lines
9.8 KiB
C++
#include "Systems/PlayerSpawnSystem.h"
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#include "Core/ELockMouse.h"
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PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
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: System(params)
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, m_DbgConfigForceRespawn(false)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
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EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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m_NetworkEnabled = config->Get("Networking.StartNetwork", false);
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m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f);
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m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0 && IsServer;
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}
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void PlayerSpawnSystem::Update(double dt)
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{
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// If there are no CapturePointGameMode components we will just spawn immediately.
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// Should be able to support older maps with this.
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// TODO: In the future we might want to return instead, to avoid spawning in the menu for instance.
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auto pool = m_World->GetComponents("CapturePointGameMode");
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if (pool != nullptr && pool->size() > 0)
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{
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// Take the first CapturePointGameMode component found.
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ComponentWrapper& modeComponent = *pool->begin();
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// Increase timer.
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Field<double> timer = modeComponent["RespawnTime"];
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timer += dt;
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if (m_DbgConfigForceRespawn) {
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(Field<double>)modeComponent["MaxRespawnTime"] = m_ForcedRespawnTime;
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}
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double maxRespawnTime = (double)modeComponent["MaxRespawnTime"];
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EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
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if (spectatorCam.Valid()) {
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EntityWrapper HUD = spectatorCam.FirstChildByName("SpectatorHUD");
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if (HUD.Valid()) {
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EntityWrapper respawnTimer = spectatorCam.FirstChildByName("RespawnTimer");
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if (respawnTimer.Valid()) {
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//Update respawn time in the HUD element.
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respawnTimer["Text"]["Content"] = std::to_string(1 + (int)(maxRespawnTime - timer));
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}
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}
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}
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if (timer < maxRespawnTime) {
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return;
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}
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// If respawn time has passed, we spawn all players that have requested to be spawned.
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timer = 0;
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}
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// If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
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if (m_SpawnRequests.size() == 0) {
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return;
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}
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auto playerSpawns = m_World->GetComponents("PlayerSpawn");
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if (playerSpawns == nullptr) {
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return;
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}
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int numSpawnedPlayers = 0;
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int playersSpectating = 0;
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const int numRequestsToHandle = (int)m_SpawnRequests.size();
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for (auto it = m_SpawnRequests.begin(); it != m_SpawnRequests.end(); ++it) {
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// It is valid if they didn't pick class yet
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// but don't spawn anything, goto next spawnrequest.
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if (it->Class == PlayerClass::None) {
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++playersSpectating;
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continue;
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}
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for (auto& cPlayerSpawn : *playerSpawns) {
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EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
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if (!spawner.HasComponent("Spawner")) {
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continue;
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}
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// If the spawner has a team affiliation, check it
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if (spawner.HasComponent("Team")) {
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auto cSpawnerTeam = spawner["Team"];
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if ((int)cSpawnerTeam["Team"] != it->Team) {
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// If they somehow has a valid class as spectator, don't spawn them.
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if (it->Team == cSpawnerTeam["Team"].Enum("Spectator")) {
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++playersSpectating;
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break;
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} else {
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continue;
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}
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}
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}
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// TODO: Choose a different spawner depending on class picked?
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std::string playerEntityFile;
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if (it->Class == PlayerClass::Assault) {
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playerEntityFile = (const std::string&)cPlayerSpawn["AssaultFile"];
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} else if (it->Class == PlayerClass::Defender) {
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playerEntityFile = (const std::string&)cPlayerSpawn["DefenderFile"];
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} else if (it->Class == PlayerClass::Sniper) {
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playerEntityFile = (const std::string&)cPlayerSpawn["SniperFile"];
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}
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// Spawn the player!
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EntityWrapper player = SpawnerSystem::SpawnEntityFile(playerEntityFile, spawner, EntityWrapper::Invalid, "Player");
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// Set the player team affiliation
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player["Team"]["Team"] = it->Team;
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// Publish a PlayerSpawned event
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Events::PlayerSpawned e;
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e.PlayerID = it->PlayerID;
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e.Player = player;
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e.Spawner = spawner;
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m_EventBroker->Publish(e);
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++numSpawnedPlayers;
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it = m_SpawnRequests.erase(it);
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break;
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}
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if (it == m_SpawnRequests.end()) {
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break;
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}
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}
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if (numSpawnedPlayers != numRequestsToHandle - playersSpectating) {
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LOG_DEBUG("%i players were supposed to be spawned, but only %i was successfully.", numRequestsToHandle - playersSpectating, numSpawnedPlayers);
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} else {
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std::string dbg = numSpawnedPlayers != 0 ? std::to_string(numSpawnedPlayers) + " players were spawned. " : "";
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dbg += playersSpectating != 0 ? std::to_string(playersSpectating) + " players are spectating/picking class. " : "";
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LOG_DEBUG(dbg.c_str());
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}
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}
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bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
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{
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if (e.Command != "PickTeam" && e.Command != "PickClass" && e.Command != "SwapToTeamPick" && e.Command != "SwapToClassPick") {
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return false;
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}
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if (e.Value == 0) {
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return false;
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}
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// Team picks should be processed ONLY server-side!
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// Don't make a spawn request if we're the client.
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if (!IsServer && m_NetworkEnabled) {
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return false;
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}
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// Check if the player already requested spawn.
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auto iter = m_SpawnRequests.begin();
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for (; iter != m_SpawnRequests.end(); ++iter) {
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if (iter->PlayerID == e.PlayerID) {
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// If player wants to switch team or class , remove their selected class so they don't spawn.
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if (e.Command == "SwapToTeamPick" || e.Command == "SwapToClassPick") {
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iter->Class = PlayerClass::None;
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return true;
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}
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break;
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}
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}
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//If we get here we got a PickTeam or PickClass, so add or alter a spawn request.
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if (iter != m_SpawnRequests.end()) {
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// If player is in queue to spawn, then change their team affiliation or class in the request.
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if (e.Command == "PickTeam") {
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iter->Team = (ComponentInfo::EnumType)e.Value;
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} else {
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iter->Class = static_cast<PlayerClass>((int)e.Value);
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}
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} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
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// If player is not in queue to spawn, then create a spawn request,
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// but only if they are spectating and/or just connected.
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SpawnRequest req;
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req.PlayerID = e.PlayerID;
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if (e.Command == "PickTeam") {
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req.Team = (ComponentInfo::EnumType)e.Value;
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req.Class = PlayerClass::None;
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} else {
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// Should never get here, since you should have picked a team before you ever get a chance to pick class.
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LOG_WARNING("Sequence error: Should not be able to pick class before team");
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req.Team = 1; // TODO: 1 Signifies spectator, should probably have real enum here later.
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req.Class = static_cast<PlayerClass>((int)e.Value);
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}
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m_SpawnRequests.push_back(req);
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} else {
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return false;
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}
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return true;
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}
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bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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{
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// Store the player for future reference
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m_PlayerEntities[e.PlayerID] = e.Player;
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m_PlayerIDs[e.Player.ID] = e.PlayerID;
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// When a player is actually spawned (since the actual spawning is handled on the server)
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// Hack should be moved.
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// TODO: Set the player name to whatever
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EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
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if (playerName.Valid()) {
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playerName["Text"]["Content"] = e.PlayerName;
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}
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if (!IsClient) {
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return false;
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}
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// Set the camera to the correct entity
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EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera");
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bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
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if (cameraEntity.Valid() && !outOfBodyExperience) {
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Events::SetCamera e;
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e.CameraEntity = cameraEntity;
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m_EventBroker->Publish(e);
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Events::LockMouse lock;
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m_EventBroker->Publish(lock);
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}
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return true;
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}
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bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
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{
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// Only spawn request if network is disabled or we are server.
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if (!IsServer && m_NetworkEnabled) {
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return false;
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}
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if (!e.Player.HasComponent("Team")) {
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return false;
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}
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ComponentWrapper cTeam = e.Player["Team"];
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if (m_PlayerIDs.count(e.Player.ID) == 0) {
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return false;
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}
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SpawnRequest req;
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req.PlayerID = m_PlayerIDs.at(e.Player.ID);
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req.Team = cTeam["Team"];
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// TODO: Something better than temp class state code, if we ever add class enums in .xml
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if (e.Player.HasComponent("DashAbility")) {
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req.Class = PlayerClass::Assault;
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} else if (e.Player.HasComponent("SprintAbility")) {
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req.Class = PlayerClass::Sniper;
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} else if (e.Player.HasComponent("ShieldAbility")) {
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req.Class = PlayerClass::Defender;
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} else {
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req.Class = PlayerClass::None;
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}
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m_SpawnRequests.push_back(req);
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return true;
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}
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