Wallz
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+10
-11
@@ -269,15 +269,6 @@ void GameWorld::Initialize()
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}
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#pragma endregion Region for wall debris
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#pragma region Wall_Regin
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for(int i = 10; i < 0; i++)
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{
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EntityID Wall = CreateWall(glm::vec3(i*10.f, -15.f, 0.f), glm::quat());
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}
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#pragma endregion Region for all wall creations
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/*EntityID tank1 = CreateTank(1);
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{
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auto transform = GetComponent<Components::Transform>(tank1);
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@@ -637,9 +628,9 @@ void GameWorld::CreateGate(EntityID parent, glm::vec3 position, glm::quat orient
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}
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}
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EntityID GameWorld::CreateWall(glm::vec3 pos, glm::quat orientation)
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EntityID GameWorld::CreateWall(EntityID parent, glm::vec3 pos, glm::quat orientation)
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{
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auto wall = CreateEntity();
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auto wall = CreateEntity(parent);
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auto transform = AddComponent<Components::Transform>(wall);
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transform->Position = pos;
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transform->Orientation = orientation;
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@@ -1109,6 +1100,14 @@ void GameWorld::CreateBase(glm::quat orientation, int playerID)
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CreateGate(base, glm::vec3(273.f, 40.185f, 0.06f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, -55.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, -45.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, -35.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, -25.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, -15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, 15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, 25.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateGarage(base, glm::vec3(323.2f, 41.4f, -10.2f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)), playerID);
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}
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EntityID GameWorld::CreateGarage(EntityID parent, glm::vec3 Position, glm::quat orientation, int playerID)
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