RaiseWater implemented. Set Debug RaiseWater to true to activate it. And fixed second stage crashing.
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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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