Updated blood effects
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@@ -222,10 +222,10 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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for (auto i : m_EntitiesToParticleHandle[e]){
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EntityID entity = i.first;
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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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EntityID entityParent = m_World->GetEntityParent(entity);
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glm::vec3 parentTransform = glm::vec3(0.f);
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if(entityParent) {
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@@ -592,7 +592,7 @@ void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
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//Random z-value
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std::uniform_real_distribution<float> dist(0, 1);
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std::uniform_real_distribution<float> dist(0, 0.1);
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float zDistribution = dist(gen);
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particleTransform->Position = glm::vec3(emitterTransform->Position.x, emitterTransform->Position.y, -9.5f + zDistribution);
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particleTransform->Scale = particleTemplate->Scale;
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@@ -730,6 +730,7 @@ bool dd::Systems::PhysicsSystem::CreateParticleSequence(const Events::CreatePart
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particleEmitter->RadiusDistribution = event.RadiusDistribution;
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particleEmitter->DefaultScale = event.DefaultScale;
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particleEmitter->ScaleValues = event.ScaleValues;
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particleEmitter->VelocityValues = event.VelocityValues;
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{
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//Creating Particle Template
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auto particle = m_World->CreateEntity(emitter);
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