Some improvements, added cutscene stub
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72e05cdc28
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be05643b70
27 files changed
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@@ -146,6 +146,7 @@ float Character::getSpeedMultiplier(float transitionProgress) const {
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}
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void Character::update(int64_t deltaMs) {
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if (!enabled) return;
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if (initialHp <= 0.f) initialHp = hp;
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if (slowMoTimeRemaining > 0.0f) {
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@@ -448,6 +449,7 @@ void Character::draw(Renderer& renderer) {
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hitSparkEmitter.draw(renderer, 1.0f, Environment::width, Environment::height, false);
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}
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if (!enabled) return;
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if (!isPlayer && hp <= 0)
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{
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return;
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@@ -622,6 +624,7 @@ void Character::drawAttachedWeapon(Renderer& renderer)
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// ==================== Shadow depth pass ====================
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void Character::drawShadowDepth(Renderer& renderer) {
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if (!enabled) return;
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if (!isPlayer && hp <= 0)
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{
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return;
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@@ -712,6 +715,7 @@ void Character::drawShadowDepthGpuSkinning(Renderer& renderer) {
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// ==================== Main pass with shadows ====================
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void Character::drawWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera) {
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if (!enabled) return;
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// Sparks are world-space billboards — render under the caller's camera matrices.
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if (hitSparkEmitter.isConfigured() && hitSparkEmitter.getActiveParticleCount() > 0) {
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hitSparkEmitter.draw(renderer, 1.0f, Environment::width, Environment::height, false);
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@@ -900,6 +904,7 @@ void Character::drawName(TextRenderer& textRenderer,
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const Eigen::Matrix4f& projectionMatrix)
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{
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if (isPlayer) return;
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if (!enabled) return;
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if (hp <= 0.f) return;
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if (npcName.empty()) return;
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@@ -926,6 +931,7 @@ void Character::drawHealthBar(Renderer& renderer,
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const Eigen::Matrix4f& projectionMatrix)
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{
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if (!isPlayer && !canAttack) return;
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if (!enabled) return;
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if (hp <= 0.f) return;
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if (initialHp <= 0.f) return;
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