InkBlaster functions as intended! It just needs ink!
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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_PROJECTILESYSTEM_H
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#define DAYDREAM_PROJECTILESYSTEM_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/CCircleShape.h"
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#include "Game/EPause.h"
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#include "Game/EInkBlaster.h"
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#include "Game/EActionButton.h"
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#include "Game/EHitPad.h"
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#include "Game/CProjectile.h"
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#include "Game/CBall.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 ProjectileSystem : public System
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{
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public:
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ProjectileSystem(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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bool m_InkBlaster = false;
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bool m_SquidLoaded = false;
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int m_Shots = 0;
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EntityID m_InkBlastTemplate;
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EntityID m_AttachedSquid;
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dd::EventRelay<ProjectileSystem, dd::Events::Contact> m_EContact;
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dd::EventRelay<ProjectileSystem, dd::Events::Pause> m_EPause;
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dd::EventRelay<ProjectileSystem, dd::Events::InkBlaster> m_EInkBlaster;
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dd::EventRelay<ProjectileSystem, dd::Events::HitPad> m_EHitPad;
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dd::EventRelay<ProjectileSystem, dd::Events::ActionButton> m_EActionButton;
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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 OnInkBlaster(const dd::Events::InkBlaster &event);
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bool OnHitPad(const dd::Events::HitPad &event);
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bool OnActionButton(const dd::Events::ActionButton &event);
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};
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}
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}
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#endif //DAYDREAM_PROJECTILESYSTEM_H
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