:O
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@@ -31,7 +31,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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case 0: // Mountain stuff :D
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case 0: // Mountain stuff :D
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{
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{
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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float scale = (float)(rand() % 1000) / 200;
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float scale = (float)(rand() % 1000) / 250;
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transform->Scale = glm::vec3(scale);
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transform->Scale = glm::vec3(scale);
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bounds->VolumeVector = glm::vec3(9, 12, 7);
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bounds->VolumeVector = glm::vec3(9, 12, 7);
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bounds->Origin = glm::vec3(1,11,-1);
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bounds->Origin = glm::vec3(1,11,-1);
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@@ -51,7 +51,7 @@ void Systems::LevelGenerationSystem::SpawnObstacle()
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case 2:
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case 2:
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{
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{
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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transform->Position = glm::vec3( positionRandom, startyz); // fix position
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float scale = (float)(rand() % 1000) / 200;
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float scale = (float)(rand() % 1000) / 100;
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transform->Scale = glm::vec3(scale);
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transform->Scale = glm::vec3(scale);
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bounds->VolumeVector = glm::vec3(1, 1, 1);
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bounds->VolumeVector = glm::vec3(1, 1, 1);
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bounds->Origin = glm::vec3(0,1,0);
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bounds->Origin = glm::vec3(0,1,0);
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@@ -84,8 +84,7 @@ void Systems::LevelGenerationSystem::Update( double dt )
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if(transformComponent->Position.z > 100)
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if(transformComponent->Position.z > 100)
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{
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{
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removethis.push_back(ent);
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removethis.push_back(ent);
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}
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}
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}
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}
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