Lifebuoy added. Incomplete, but it appears.
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//
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// Created by Adniklastrator on 2015-10-08.
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//
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#ifndef DAYDREAM_CLIFEBUOY_H
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#define DAYDREAM_CLIFEBUOY_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 Lifebuoy : Component
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{
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};
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}
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}
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#endif //DAYDREAM_CLIFEBUOY_H
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@@ -0,0 +1,61 @@
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//
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// Created by Adniklastrator on 2015-09-09.
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//
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#ifndef DAYDREAM_LIFEBUOYSYSTEM_H
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#define DAYDREAM_LIFEBUOYSYSTEM_H
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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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#include "Core/EventBroker.h"
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#include "Core/World.h"
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#include "Physics/EContact.h"
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#include "Rendering/CModel.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CRectangleShape.h"
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#include "Game/EPause.h"
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#include "Game/ELifebuoy.h"
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#include "Game/CLifebuoy.h"
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#include <fstream>
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#include <iostream>
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namespace dd
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{
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namespace Systems
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{
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class LifebuoySystem : public System
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{
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public:
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LifebuoySystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker)
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{ }
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void Initialize() override;
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void Update(double dt) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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bool IsPaused() const { return m_Pause; }
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void SetPause(const bool& pause) { m_Pause = pause; }
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private:
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bool m_Pause = false;
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EntityID m_Template;
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dd::EventRelay<LifebuoySystem, dd::Events::Contact> m_EContact;
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dd::EventRelay<LifebuoySystem, dd::Events::Pause> m_EPause;
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dd::EventRelay<LifebuoySystem, dd::Events::Lifebuoy> m_ELifebuoy;
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bool OnContact(const dd::Events::Contact &event);
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bool OnPause(const dd::Events::Pause &event);
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bool OnLifebuoy(const dd::Events::Lifebuoy &event);
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};
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}
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}
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#endif //DAYDREAM_LIFEBUOYSYSTEM_H
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