Fixed scale issue for power up textures. Added a defaultscale flag. Also removed ugly particleeffect for projectiles.
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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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