HitLag has types in strings to send along to affect what systems lag.
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@@ -183,10 +183,12 @@ public:
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//Water test
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{
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float amount = 1.5f;
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auto t_waterBody = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
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transform->Position = glm::vec3(0.f, -5.5f, -10.f);
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transform->Scale = glm::vec3(7.f, 1.5f, 1.f);
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transform->Position = glm::vec3(0.f, -6.25f + (amount / 2), -10.f);
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transform->Scale = glm::vec3(7.f, amount, 1.f);
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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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@@ -235,7 +237,7 @@ public:
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// m_World->CommitEntity(topWall);
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// }
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{
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/*{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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topWall);
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@@ -254,14 +256,14 @@ public:
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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m_World->CommitEntity(topWall);
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}
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}*/
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{
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auto leftWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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leftWall);
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transform->Position = glm::vec3(-4.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
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transform->Scale = glm::vec3(0.5f, 35.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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@@ -282,7 +284,7 @@ public:
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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rightWall);
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transform->Position = glm::vec3(4.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
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transform->Scale = glm::vec3(0.5f, 35.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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