CTravels replaces Sticky = true. Put "Travels" component on anything that should be moved down during travel sequences.
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@@ -49,7 +49,6 @@ void dd::Systems::PadSystem::Initialize()
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physics->Category = CollisionLayer::Type::Pad;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::PowerUp | CollisionLayer::LifeBuoy);
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physics->Calculate = true;
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ctransform->Sticky = true;
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auto cModel = m_World->AddComponent<Components::Model>(ent);
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cModel->ModelFile = "Models/Ship/Ship.obj";
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@@ -396,7 +395,6 @@ bool dd::Systems::PadSystem::OnRaiseWater(const dd::Events::RaiseWater &event)
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auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
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transform->Position = glm::vec3(0.f, -3.5f, -10.f);
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transform->Scale = glm::vec3(7.0f, event.Amount * 1.6f, 1.f);
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transform->Sticky = true;
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auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
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auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
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m_World->CommitEntity(t_waterBody);
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