Some pretty darn cool explosions
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@@ -130,23 +130,35 @@ bool Systems::TankSteeringSystem::OnCollision( const Events::Collision &e )
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{
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Events::CreateExplosion e;
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e.LifeTime = 2;
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e.ParticleScale = 8;
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e.ParticlesToSpawn = 10;
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e.LifeTime = 3;
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e.ParticleScale.push_back(8);
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e.ParticlesToSpawn = 20;
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e.Position = shellTransform->Position;
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e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
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e.Speed = 3;
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e.SpreadAngle = glm::pi<float>();
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e.spritePath = "Textures/Sprites/Smoke1.png";
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e.Color = glm::vec4(0.6,0.6,0.6,1);
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EventBroker->Publish(e);
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e.LifeTime = 1;
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e.ParticleScale = 12;
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e.LifeTime = 0.7;
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e.ParticleScale.push_back(12);
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e.ParticlesToSpawn = 10;
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e.Position = shellTransform->Position;
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e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
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e.Speed = 17;
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e.SpreadAngle = glm::pi<float>();
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e.spritePath = "Textures/Sprites/Fire.png";
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EventBroker->Publish(e);
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e.LifeTime = 0.2;
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e.ParticleScale.push_back(1);
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e.ParticleScale.push_back(15);
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e.ParticlesToSpawn = 5;
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e.Position = shellTransform->Position;
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e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
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e.Speed = 6;
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e.SpreadAngle = glm::pi<float>();
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e.spritePath = "Textures/Sprites/Fire.png";
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e.spritePath = "Textures/Sprites/Blast1.png";
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e.Color = glm::vec4(2, 2, 2, 0.2);
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EventBroker->Publish(e);
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}
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