broken ass shit after projectiles
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@@ -5,6 +5,10 @@
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#ifndef DAYDREAM_PROJECTILESYSTEM_H
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#define DAYDREAM_PROJECTILESYSTEM_H
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#include <fstream>
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#include <iostream>
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#include "Core/System.h"
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#include "Core/CTransform.h"
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#include "Core/CTemplate.h"
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@@ -24,8 +28,7 @@
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#include "Game/CProjectile.h"
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#include "Game/CBall.h"
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#include "Rendering/CSprite.h"
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#include <fstream>
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#include <iostream>
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#include "Physics/ECreateParticleSequence.h"
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namespace dd
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{
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@@ -910,8 +910,7 @@ void dd::Systems::LevelSystem::GetNextLevel()
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glm::vec4 p2 = glm::vec4(255.f / 255.f, 81.f / 255.f, 253.f / 255.f, 1.f);
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glm::vec4 p3 = glm::vec4(189.f / 255.f, 0.f / 255.f, 187.f / 255.f, 1.f);
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glm::vec4 p4 = glm::vec4(125.f / 255.f, 0.f / 255.f, 147.f / 255.f, 1.f);
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m_CurrentLevel = 4;
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if (m_CurrentCluster == 0) {
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if (m_CurrentLevel == 1) {
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level =
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@@ -121,6 +121,27 @@ bool dd::Systems::ProjectileSystem::OnActionButton(const dd::Events::ActionButto
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transform->Position = event.Position;
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transform->Velocity = glm::vec3(0, 7, 0);
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m_Shots--;
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Events::CreateParticleSequence e;
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e.parent = ent;
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e.EmitterLifeTime = 1.0;
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e.EmittingAngle = glm::half_pi<float>();
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e.Spread = 0.f;
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e.SpawnRate = 0.2;
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//e.NumberOfTicks = 1;
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e.ParticleLifeTime = 0.5f;
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e.ParticlesPerTick = 1;
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e.Position = event.Position;
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e.ScaleValues.clear();
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e.ScaleValues.push_back(glm::vec3(0.1f));
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e.RadiusDistribution = 0.3;
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e.ScaleValues.push_back(glm::vec3(0.f, 0.f, 0.2f));
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e.SpriteFile = "Textures/Particles/FadeBall.png";
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e.Color = glm::vec4(0, 0, 0, 1);
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e.AlphaValues.clear();
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e.AlphaValues.push_back(1.f);
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e.AlphaValues.push_back(0.f);
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e.Speed = 20.f;
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EventBroker->Publish(e);
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if (m_Shots <= 0) {
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auto ball = m_World->GetComponent<Components::Ball>(m_AttachedSquid);
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m_InkBlaster = false;
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