Fixed so oilshooter shoots the new particle
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@@ -31,9 +31,11 @@ void dd::Systems::ProjectileSystem::Initialize()
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall);
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physics->Calculate = true;
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ctransform->Position = glm::vec3(0.f, 0.f, -10.f);
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ctransform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
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auto cModel = m_World->AddComponent<Components::Model>(ent);
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cModel->ModelFile = "Models/Test/Ball/Sid.obj";
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ctransform->Scale = glm::vec3(0.6f, 0.6f, 0.6f);
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// auto cModel = m_World->AddComponent<Components::Model>(ent);
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// cModel->ModelFile = "Models/Test/Ball/Sid.obj";
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auto cSprite = m_World->AddComponent<Components::Sprite>(ent);
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cSprite->SpriteFile = "Textures/Particles/OilShot.png";
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auto projectile = m_World->AddComponent<Components::Projectile>(ent);
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m_World->CommitEntity(ent);
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@@ -117,7 +119,7 @@ bool dd::Systems::ProjectileSystem::OnActionButton(const dd::Events::ActionButto
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m_World->RemoveComponent<Components::Template>(ent);
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auto transform = m_World->GetComponent<Components::Transform>(ent);
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transform->Position = event.Position;
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transform->Velocity = glm::vec3(0, 5, 0);
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transform->Velocity = glm::vec3(0, 7, 0);
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m_Shots--;
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if (m_Shots <= 0) {
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auto ball = m_World->GetComponent<Components::Ball>(m_AttachedSquid);
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