Fixed scale issue for power up textures. Added a defaultscale flag. Also removed ugly particleeffect for projectiles.
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@@ -30,7 +30,6 @@
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#include "Game/CProjectile.h"
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#include "Game/CBall.h"
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#include "Rendering/CSprite.h"
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#include "Physics/ECreateParticleSequence.h"
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namespace dd
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{
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@@ -22,7 +22,7 @@ struct ParticleEmitter : public Component
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float Speed = 2.f;
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double LifeTime = 100;
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float RadiusDistribution = 0;
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bool DefaultScale = false;
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//values to interpolate between.
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std::vector<glm::vec3> ScaleValues;
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std::vector<float> AlphaValues;
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@@ -26,6 +26,7 @@ struct CreateParticleSequence : public Event
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glm::vec4 Color = glm::vec4(0);
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EntityID parent = 0;
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// values to interpolate between.
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bool DefaultScale = false;
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std::vector<glm::vec3> ScaleValues;
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std::vector<float> AlphaValues;
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@@ -14,6 +14,7 @@
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#include "Core/CTemplate.h"
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#include "Core/CTransform.h"
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#include "Core/CTemplate.h"
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#include "Rendering/Texture.h"
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#include "Physics/EContact.h"
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#include "Physics/ESetImpulse.h"
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