MSVC12 compiler compability fixes
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@@ -163,7 +163,7 @@ void dd::World::Initialize()
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}
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}
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int dd::World::CommitEntity(EntityID entity)
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void dd::World::CommitEntity(EntityID entity)
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{
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for (auto pair : m_Systems)
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{
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@@ -33,7 +33,7 @@ void dd::Systems::BallSystem::Initialize()
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std::shared_ptr<Components::Template> ballTemplate = m_World->AddComponent<Components::Template>(ent);
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physics->Static = false;
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physics->Category = CollisionLayer::Type::Ball;
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physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Pad | CollisionLayer::Brick | CollisionLayer::Wall);
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physics->Calculate = true;
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m_World->CommitEntity(ent);
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@@ -203,7 +203,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
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physicsComponent->GravityScale = 1.f;
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physicsComponent->Mask = CollisionLayer::Type::Water | CollisionLayer::Type::Wall;
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physicsComponent->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Water | CollisionLayer::Wall);
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auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
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auto transformComponentBall = m_World->GetComponent<Components::Transform>(entityBall);
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@@ -38,7 +38,7 @@ void dd::Systems::PadSystem::Initialize()
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auto physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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physics->Category = CollisionLayer::Type::Pad;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::PowerUp);
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physics->Calculate = true;
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auto cModel = m_World->AddComponent<Components::Model>(ent);
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cModel->ModelFile = "Models/Submarine2.obj";
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@@ -191,6 +191,7 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
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//transform->Velocity = glm::vec3(movementX, movementY, 0.f);
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*/
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return false;
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}
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bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
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@@ -49,7 +49,7 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
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Impulse i;
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i.Body = body;
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i.Impulse = impulse;
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i.Vector = impulse;
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i.Point = point;
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m_Impulses.push_back(i);
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@@ -102,7 +102,7 @@ void dd::Systems::PhysicsSystem::Update(double dt) {
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UpdateParticleEmitters(dt);
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for (auto i : m_Impulses) {
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i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
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i.Body->ApplyLinearImpulse(i.Vector, i.Point, true);
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}
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m_Impulses.clear();
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@@ -150,7 +150,7 @@ void dd::Systems::PhysicsSystem::Update(double dt) {
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b2Vec2 *positionBuffer = m_ParticleSystem[e]->GetPositionBuffer();
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for (auto i : m_EntitiesToParticleHandle[e]){
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EntityID entity = i.first;
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b2ParticleHandle *particleH = i.second;
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const b2ParticleHandle *particleH = i.second;
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b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
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glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
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@@ -337,7 +337,7 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
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void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
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{
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for (int i = 0; i < m_ParticleEmitters.ParticleSystem.size(); i++) {
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auto e = m_ParticleEmitters.ParticleEmitter[i];
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auto e = m_ParticleEmitters.Emitter[i];
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auto pt = m_ParticleEmitters.ParticleTemplate[i];
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auto ps = m_ParticleEmitters.ParticleSystem[i];
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@@ -407,7 +407,7 @@ void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
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}
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//TODO: Skicka med fler flaggor till particlesystemet;
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m_ParticleEmitters.ParticleSystem.push_back(CreateParticleSystem(particle->Radius, 0.f));
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m_ParticleEmitters.ParticleEmitter.push_back(entity);
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m_ParticleEmitters.Emitter.push_back(entity);
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m_ParticleEmitters.ParticleTemplate.push_back(childEntity);
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}
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