RaiseWater implemented. Set Debug RaiseWater to true to activate it. And fixed second stage crashing.
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@@ -23,7 +23,7 @@ struct Ball : Component
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bool InkBlaster = false;
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bool Sticky = false;
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glm::vec3 StickyPlacement = glm::vec3(0, 0, 0);
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glm::vec3 SavedSpeed = glm::vec3(0, 0, 0);
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glm::vec3 SavedSpeed = glm::vec3(0, 1, 0);
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};
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}
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@@ -15,7 +15,8 @@ namespace Components
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struct BrickPart : Component
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{
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bool Submerged = false;
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int NumberOfPartsInBrick;
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};
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}
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@@ -0,0 +1,25 @@
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//
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// Created by Adniklastrator on 2015-10-22.
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//
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#ifndef CNEWWATERVOLUME_H
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#define CNEWWATERVOLUME_H
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#include "Core/Component.h"
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namespace dd
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{
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namespace Components
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{
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struct NewWaterVolume : public Component
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{
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};
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}
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}
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#endif //DAYDREAM_NEWWATERVOLUME_H
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@@ -212,7 +212,7 @@ private:
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void GetNextLevel();
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void SetBrokenModel(EntityID entity);
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void CreateBrokenModelPart(EntityID Parent, std::string ModelPath, glm::vec3 RelativePosition, glm::vec2 Hitbox);
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void CreateBrokenModelPart(EntityID Parent, std::string ModelPath, glm::vec3 RelativePosition, glm::vec2 Hitbox, int NumberOfParts);
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};
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}
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@@ -105,6 +105,9 @@ private:
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double m_KrakenStrength = 0;
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double m_PlayerStrength = 0;
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float m_Edge = 2.8f;
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float m_PadOriginalHeight = -4.8;
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float m_PadHeight = m_PadOriginalHeight;
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float m_PadRiseSpeed = 0.2;
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EntityID m_KrakenArm;
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Components::Transform* m_Transform = nullptr;
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Components::Pad* m_Pad = nullptr;
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@@ -18,6 +18,7 @@
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#include "Game/EStageCleared.h"
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#include "Game/CTravels.h"
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#include "Game/CBackground.h"
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#include "Game/CNewWaterVolume.h"
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namespace dd
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@@ -11,9 +11,13 @@
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#include "Core/CTemplate.h"
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#include "Core/EventBroker.h"
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#include "Core/World.h"
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#include "Core/ConfigFile.h"
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#include "Transform/EMove.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CWaterVolume.h"
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#include "Physics/CRectangleShape.h"
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#include "Game/CBrickPart.h"
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#include "Game/CNewWaterVolume.h"
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#include "Game/EPause.h"
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#include "Game/EResume.h"
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#include "Game/ERelevantObjectCreated.h"
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@@ -47,6 +51,13 @@ public:
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private:
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bool m_Pause = false;
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EntityID m_BottomWall = 0;
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float m_SubmergedOriginalHeight = -4.5;
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float m_SubmergedHeight = m_SubmergedOriginalHeight;
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bool m_RaiseWater = true;
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bool m_RemoveWater = false;
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std::array<int, 10> m_BrickPartCounters;
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dd::EventRelay<WaterSystem, dd::Events::Pause> m_EPause;
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dd::EventRelay<WaterSystem, dd::Events::Resume> m_EResume;
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