Broken shit, dont take
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3bfedf920a
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@ -172,7 +172,54 @@ void GamingUI::ReadKeyInput()
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}
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}
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}
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}
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void GamingUI::OnMousePress ( Input::Enum::SAMI key, Input::Mouse* sender )
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{
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switch ( key )
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{
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case ::Input::Enum::SAMI_MouseLeftBtn: // shoot
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{
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Protocol_PlayerShot playerShot;
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playerShot.primaryPressed = true;
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playerShot.secondaryPressed = false;
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playerShot.utilityPressed = false;
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this->sharedData->network->Send( playerShot );
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}
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break;
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case ::Input::Enum::SAMI_MouseRightBtn:
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{
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Protocol_PlayerShot playerShot;
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playerShot.primaryPressed = false;
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playerShot.secondaryPressed = true;
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playerShot.utilityPressed = false;
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this->sharedData->network->Send( playerShot );
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}
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break;
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case ::Input::Enum::SAMI_MouseMiddleBtn:
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{
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Protocol_PlayerShot playerShot;
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playerShot.primaryPressed = false;
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playerShot.secondaryPressed = false;
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playerShot.utilityPressed = true;
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this->sharedData->network->Send( playerShot );
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}
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break;
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}
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}
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void GamingUI::OnMouseRelease ( Input::Enum::SAMI key, Input::Mouse* sender )
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{
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switch ( key )
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{
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case ::Input::Enum::SAMI_MouseRightBtn:
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{
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Protocol_PlayerShot playerShot;
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playerShot.primaryPressed = false;
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playerShot.secondaryPressed = false;
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playerShot.utilityPressed = false;
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this->sharedData->network->Send( playerShot );
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}
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break;
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}
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}
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void GamingUI::OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender )
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void GamingUI::OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender )
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{
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{
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//send delta mouse movement
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//send delta mouse movement
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@ -28,9 +28,9 @@ namespace DanBias { namespace Client
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private: /* Overidden mouse methods */
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private: /* Overidden mouse methods */
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void OnMouse ( const Input::Struct::MouseEventData& eventData ) override { }
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void OnMouse ( const Input::Struct::MouseEventData& eventData ) override { }
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void OnMousePress ( Input::Enum::SAMI key, Input::Mouse* sender ) override { }
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void OnMousePress ( Input::Enum::SAMI key, Input::Mouse* sender ) override;
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void OnMouseDown ( Input::Enum::SAMI key, Input::Mouse* sender ) override { }
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void OnMouseDown ( Input::Enum::SAMI key, Input::Mouse* sender ) override { }
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void OnMouseRelease ( Input::Enum::SAMI key, Input::Mouse* sender ) override { }
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void OnMouseRelease ( Input::Enum::SAMI key, Input::Mouse* sender ) override;
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void OnMouseMovePixelPos ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) override { }
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void OnMouseMovePixelPos ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) override { }
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void OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) override;
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void OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) override;
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void OnMouseScroll ( int delta, Input::Mouse* sender ) override { }
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void OnMouseScroll ( int delta, Input::Mouse* sender ) override { }
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@ -44,9 +44,9 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
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switch (usage)
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switch (usage)
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{
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{
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case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
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case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
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if(currentEnergy >= 90.0f)
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if(currentEnergy >= 9.0f)
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{
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{
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currentEnergy -= 90.0f;
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currentEnergy -= 9.0f;
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ForcePush(usage,dt);
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ForcePush(usage,dt);
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// add CD
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// add CD
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((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_PrimaryShoot);
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((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_PrimaryShoot);
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@ -54,13 +54,33 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
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break;
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break;
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case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
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case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
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if(currentEnergy >= 1.0f)
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if( currentEnergy >= 1.0f )
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{
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{
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currentEnergy -= 1.0f;
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currentEnergy -= 1.0f;
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ForcePull(usage,dt);
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if(!this->hasObject)
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// add CD
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{
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((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_SecondaryShoot);
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ForcePull(usage,dt);
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// add CD
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((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_SecondaryShoot);
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}
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}
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}
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else //Energy drained, release object
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{
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((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
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this->hasObject = false;
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this->heldObject = NULL;
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}
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break;
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case WEAPON_USE_SECONDARY_RELEASE:
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{
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if (this->hasObject) //Dummy check
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{
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((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
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this->hasObject = false;
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this->heldObject = NULL;
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}
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}
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break;
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break;
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case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
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case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
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@ -112,11 +132,11 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
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if(hasObject)
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if(hasObject)
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{
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{
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force);
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force);
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heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce);
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this->heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce);
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((DynamicObject*)(heldObject->GetCustomTag()))->RemoveManipulation();
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((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
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hasObject = false;
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this->hasObject = false;
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heldObject = NULL;
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this->heldObject = NULL;
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return;
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return ;
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}
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}
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Oyster::Math::Float radius = 4;
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Oyster::Math::Float radius = 4;
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