Movement/rotation queue fixed and Simon force push
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@@ -15,6 +15,9 @@ namespace Components
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EntityID ShotTemplate;
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float ShotSpeed;
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float LowerRotationLimit;
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float UpperRotationLimit;
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virtual BarrelSteering* Clone() const override { return new BarrelSteering(*this); }
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};
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@@ -0,0 +1,20 @@
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#ifndef Components_Follow_h__
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#define Components_Follow_h__
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#include "Component.h"
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#include "Entity.h"
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namespace Components
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{
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struct Follow : Component
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{
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EntityID Entity;
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glm::vec3 FollowAxis;
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float Distance;
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virtual Follow* Clone() const override { return new Follow(*this); }
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};
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}
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#endif // !Components_Follow_h__
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@@ -9,7 +9,8 @@ namespace Components
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struct TriggerMove : Component
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{
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EntityID Entity;
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float Time;
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float Speed;
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glm::vec3 StartPosition;
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glm::vec3 GoalPosition;
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virtual TriggerMove* Clone() const override { return new TriggerMove(*this); }
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};
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